FERRAMENTAS DE GAMIFICAÇÃO NA PLATAFORMA MOODLE

Authors

  • Fausto Mourato Sustain.RD/ESTSetúbal/IPS
  • Martinha Piteira ESTSetúbal/IPS; ISTAR/ISCTE/IUL

DOI:

https://doi.org/10.25755/int.18915

Abstract

The usage of approaches that promote students’ commitments and motivation are increasingly needed. One alternative that gained relevance in the last years is designated by gamification. The term started to be used in 2010 in conferences regarding games. The formal common definition was established  as the usage of gaming elements outside gaming contexts (Deterding et al., 2011a). Gamification has been used in varied settings, such as education, healthcare, politics, sports, among others (Kapp et al., 2013). In this article, we focus the usage of gamification for educational purposes, namely in the context of online learning systems.

Therefore, we present a revision of the concept of gamification and the most relevant related work with its application in educational context. The integration of gamification in online courses and learning systems should follow a clear and formal design process. Thus, we present some approaches to integrate gamification based on theoretical frameworks.

Additionally, we explore the principles of educational design included in the educational platform Moodle, in order to implement gamified learning experiences, based on its components, namely points, medals, leaderboards and progress bars.

Finally, we close the document with a brief analysis on the possible benefits and risks of using such components, and reason about some possible approaches for their appropriate use for the creation of interesting gamified experiences.

Published

2019-12-30

How to Cite

Mourato, F., & Piteira, M. (2019). FERRAMENTAS DE GAMIFICAÇÃO NA PLATAFORMA MOODLE. Interacções, 15(52), 83–105. https://doi.org/10.25755/int.18915

Issue

Section

Number 25 - Special Number - Adolescence, Gender and Violences