Abstract | ||
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In the last decades, education has been supported by technology in order to reach more people and produce significant benefits to teaching and learning. Part of the success of technology and education is due to the capacity technology can adapt teaching and learning to different contexts. More recently, we noticed an increase in the use of game elements (gamification) in educational environments, which intends to promote students' engagement and, consequently, improve their learning experience. However, we do not know if the use of these elements brings the promised results. In this paper, we conducted an observational analysis focusing in XP (experience points) and Badges, checking their correlation with the students learning, in order to investigate the influence of these gamification elements. |
Year | Venue | Keywords |
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2015 | Frontiers in Education Conference | game elements,gamification,enviroment learning |
Field | DocType | ISSN |
Observational study,Sociology,Knowledge management,Learning experience,Hidden Markov model,Student learning | Conference | 0190-5848 |
Citations | PageRank | References |
1 | 0.37 | 8 |
Authors | ||
5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Ranilson Paiva | 1 | 15 | 4.21 |
Armando Barbosa | 2 | 6 | 0.86 |
Ezequiel Batista | 3 | 1 | 0.37 |
Daniel Pimentel | 4 | 1 | 0.37 |
Ig I. Bittencourt | 5 | 280 | 37.24 |