Revisión sistemática de la literatura sobre gamificación, satisfacción y diversión en la educación

Authors

DOI:

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

Keywords:

Gamificación, Educación, Divertido, Satisfacción, Actuación

Abstract

La gamificación es una herramienta que se puede utilizar para aumentar el compromiso y motivar a los usuarios, además de ayudarles a adquirir aprendizaje. En este trabajo se analizó si las percepciones de Satisfacción/Diversión en usuarios de sistemas gamificados se correlacionan con ganancias de aprendizaje. El enfoque diferencial de la revisión realizada estuvo encaminado a analizar los resultados de la medición de percepciones de Satisfacción/Disfrute en estudios primarios, sin embargo, trabajos previos no se centran en el enfoque centrado en las percepciones de Satisfacción/Disfrute, lo que lleva a generalizaciones de las percepciones de los usuarios. . Con este objetivo se realizó una revisión bibliográfica de estudios primarios sobre el tema. Finalmente, se plantearon 15 estudios primarios en el campo de la gamificación en educación en los que se midieron las percepciones de Satisfacción/Diversión y, a partir de estos estudios, las relaciones entre las ganancias de aprendizaje en educación utilizando la gamificación y cómo la gamificación proporcionó el surgimiento de ganancias de Satisfacción/Diversión. Finalmente, se puede concluir que en la mayoría de los casos se encontraron resultados positivos en relación a los sistemas gamificados que causan Satisfacción/Diversión en términos de ganancia de aprendizaje.

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Biografía del autor/a

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.

Citas

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Published

2023-10-14

Cómo citar

SILVA NETO, J. S. da; SANTOS, B. D. R. dos; SOUSA, B. F. de; BITTENCOURT, I. I.; CHALLCO, G. C. Revisión sistemática de la literatura sobre gamificación, satisfacción y diversión en la educación. Revista Brasileña de Informática en la Educación, [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: 22 nov. 2024.

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