gamification
Educação
Verbete 1 de 2
substantivo
Contexto: "The detailed set-up of each gamification condition, together with the included game elements, is described in the following section of this paper."
Fonte: Jagušt, Tomislav, Ivica Botički, and Hyo-Jeong So. "Examining competitive, collaborative and adaptive gamification in young learners' math learning." Computers & education 125 (2018): 444-457.
Fonte: Jagušt, Tomislav, Ivica Botički, and Hyo-Jeong So. "Examining competitive, collaborative and adaptive gamification in young learners' math learning." Computers & education 125 (2018): 444-457.
Termo equivalente: jogos para a saúde
Definição: "Means that some system applies game-like elements to enhance the user participation"
Fonte: Kasurinen, Jussi, and Antti Knutas. "Publication trends in gamification: A systematic mapping study." Computer Science Review 27 (2018): 33-44.
Fonte: Kasurinen, Jussi, and Antti Knutas. "Publication trends in gamification: A systematic mapping study." Computer Science Review 27 (2018): 33-44.
Definição em português: "Significa que algum sistema aplica elementos semelhantes a jogos para aumentar a participação do usuário"
gamification
Ciência da Computação
Educação
Estatística
Verbete 2 de 2
substantivo
Contexto: "While gamification focuses on using incentives to motivate learners without modification to the learning activity itself,
in game-based learning (GBL), a learning activity is redesigned as a game (“serious game”) to enhance its effectiveness for learning (Plass et al., 2020)."
Fonte: Teng, W. C. C., & Tan, G. L. C. (2025). Who says statistics classes are boring? How a virtual escape room enhances statistics learning. Computers & Education, 224, 105171.
Fonte: Teng, W. C. C., & Tan, G. L. C. (2025). Who says statistics classes are boring? How a virtual escape room enhances statistics learning. Computers & Education, 224, 105171.
Termo equivalente: Gamificação
Definição: "Gamification can be defined as the use of game components in non-ludic contexts, and has become a crucial element in the field of behavioral learning."
Fonte: Cordero-Brito, S., & Mena, J. (2018). Gamification in the social environment: A tool for motivation and engagement. In Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 640–643). Association for Computing Machinery.
Fonte: Cordero-Brito, S., & Mena, J. (2018). Gamification in the social environment: A tool for motivation and engagement. In Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 640–643). Association for Computing Machinery.
Definição em português: "A gamificação pode ser definida como o uso de componentes de jogos em contextos não lúdicos, e tornou-se um elemento crucial no campo da aprendizagem comportamental."