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Gamified experimental physics classes: A promising active learning methodology for higher education
(2019-06-21)
Gamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while ...
Enhancing medical translation skills through a gamified experience. Failure or success?
In this paper, a gamification experience applied to a medical translation class will be presented in order to verify whether it is a success or failure as a way to improve students' skills for the translation of texts of ...
GAMIFYING CHEMISTRY TEACHING: AN EXPERIENCE REPORT DURING REMOTE TEACHINGGAMIFICANDO O ENSINO QUÍMICA: UM RELATO DE EXPERIÊNCIA DURANTE O ENSINO REMOTO
(Universidade Federal de Santa Maria, 2023)
SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
(Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em Tecnologias Educacionais em RedeCentro de Educação, 2021-03-15)
The technologies inserted in our daily lives advance rapidly. However, in the school
context, such advances are not always observed when evaluating the teaching and
learning methodologies applied and integrated into ...
Gamificação e o feedback corretivo: considerações sobre a aprendizagem de línguas estrangeiras pelo DuolingoGamification and corrective feedback: considerations about foreign language learning using Duolingo
(Editora da Universidade Federal da Grande Dourados, 2017)
A gamified physics class for engineering courses: Electrical potential
(2020-01-01)
Gamification can be defined as the use of game design elements, in a non-game context. This work reports the gamification of an Experimental Physics class, dealing with the concepts of Electric Potential and Electric Field, ...
Gamified communicative activities: the impact of video-game dynamics in EFL students’ cognitive engagement.
(Licenciatura en Bilingüismo con Énfasis en la Enseñanza del InglésUniversidad El BosqueFacultad de Educación, 2020)
Este estudio tuvo como propósito identificar el impacto de implementar Actividades Comunicativas Gamificadas en la Participación Cognitiva de los estudiantes. Los participantes fueron 18 estudiantes de octavo grado (7 niños ...
An ontology engineering approach to gamify collaborative learning scenarios
(SpringerCham, 2014)
The design of collaborative learning (CL) scenarios that increase both students’ learning and motivation is a challenge that the CSCL community has been addressing in the past few years. On one hand, CSCL design (i.e. ...