Revisão Sistemática da Literatura sobre Gamificação, Satisfação e Diversão na Educação

Authors

DOI:

https://doi.org/10.5753/rbie.2023.2798

Keywords:

Gamificação, Educação, Diversão, Satisfação, Desempenho

Abstract

A gamificação é uma ferramenta que pode ser utilizada para aumentar o engajamento e motivar usuários, além de auxiliar no ganho de aprendizagem dos mesmos. Neste trabalho, foi analisado se percepções de Satisfação/Diversão nos usuários de sistemas gamificados possuem correlação com ganhos de aprendizagem. O foco diferencial da revisão realizada foi voltado à análise de resultados de mensuração das percepções de Satisfação/Diversão em estudos primários, dito isso, trabalhos anteriores não focam na abordagem centrada nas percepções de Satisfação/Diversão, levando a generalizações de percepções de usuários. Com este objetivo, foi feita uma revisão de literatura de estudos primários a respeito do assunto. Por fim, levantaram-se 15 estudos primários no campo de gamificação na educação
nos quais as percepções de Satisfação/Diversão foram medidas e, desses estudos então foram analisadas as relações entre o ganho de aprendizagem na educação usando a gamificação e como a gamificação proporcionou o surgimento de ganhos de Satisfação/Diversão. Por fim, pode-se concluir que na maioria dos casos, resultados positivos foram encontrados em relação a sistemas gamificados causadores de Satisfação/Diversão no que diz respeito a ganhos de aprendizagem.

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Biografia do Autor

Ig Ibert Bittencourt, Universidade Federal de Alagoas

Ig Ibert Bittencourt is an Associate Professor at the Federal University of Alagoas (Brazil) and Co-Director of the Center of Excellence for Social Technologies. Professor Ig is researching in the field of Computers in Education. He has around one thousand citations and he is investigating how to improve the e-learning experience in Intelligent Educational Systems. He is doing an interdisciplinary research using i) computational solutions, such as Ontologies, Data Mining, gamification and affective computing; and ii) psychological theories, such as Flow Theory, Stereotype Threat and ACT Model. His research has impact in the following ways: i) Technology transfer and co-creation of applications (JOINT:Java Ontology Integrated Toolkit; W3C Recommendation Data on the Web Best Practices); ii) Social and Economic Impact: he created two awarded companies (MeuTutor – used by more than 50 thousand students - and Linked Knowledge); iii) Popularization of Science and Public Policy: Prof. Ig co-authored the book “Dados Abertos Conectados”, the only book in Portuguese about LOD and it is the reference book for several universities. He is also working with the Ministry of Education, Brazilian Computer Society and Center of innovation to Brazilian Education to propose and support the implementation of educational technologies via public policies.

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Published

2023-10-14

Como Citar

SILVA NETO, J. S. da; SANTOS, B. D. R. dos; SOUSA, B. F. de; BITTENCOURT, I. I.; CHALLCO, G. C. Revisão Sistemática da Literatura sobre Gamificação, Satisfação e Diversão na Educação. Revista Brasileira de Informática na Educação, [S. l.], v. 31, p. 887–905, 2023. DOI: 10.5753/rbie.2023.2798. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/2798. Acesso em: 21 nov. 2024.

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