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GAMIFICATION: APPLYING THE PLAYFUL THROUGH DIGITAL GAMES

Authors: Dennys Maia Miranda , Raphael Rocha Laurentino and Jean Mark Lobo De Oliveira;

GAMIFICATION: APPLYING THE PLAYFUL THROUGH DIGITAL GAMES

Abstract

This article has as object of study gamification in education, presenting a discussion about the importance of playful activity for the teaching-learning process through gamification in the construction of learning and points out the challenges of gamification in current education. Due to the intensive use of technologies today, the school needs to adapt to the context of this new era, seeking other strategies to teach and learn it. Gamification in education can be thought of as a possibility of innovation in current teaching and learning techniques, using ludicity and digital games as educational support tools that enable the achievement of learning objectives. An experiment is presented aimed at the construction of digital game proposals by undergraduate students of information systems courses at the Fametro University Center.

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
views
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