Gamificação de uma Plataforma Social Académica numa Universidade de Ensino a Distância
DOI:
https://doi.org/10.34627/vol2iss1pp120-153Keywords:
Gamification; Social Media; Distance Education.Abstract
The article reports on the implementation of Gamification in a Social Platform of an Open University. Gamification is the use of game elements in non-game context. We adapted the implementation to context, to inspect the impact on the Interaction, Collaboration, Cooperation, Social Learning and on the Community of Inquiry. We used Design Based Research in a Mixed-Methods configuration. We looked at the Social Forms for Learning as a lens for the Elements. We present our study in a chronological order, explaining how each phase leads to the other. We first gathered information from the users of the academic platform via semi-structured interviews. We then designed a prototype with the Elgg engine, containing Gamification Elements. We made usability tests and gathered data from users´ performance and opinions. After we designed a second implementation, this time for students enrolled in different curricular units. This time we deployed a Survey and gathered information about the use of the platform. Lastly, we present our results discussing the impact on the proposed dimensions, and making suggestions for future research.
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Copyright (c) 2021 Fernando Bacelar Saraiva, Lina Morgado, Vitor Rocio

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Os autores conservam os direitos de autor pelo seu trabalho e concedem à revista o direito de primeira publicação, com o trabalho simultaneamente licenciado sob uma Licença Creative Commons - Atribuição-NãoComercial 4.0 Internacional.