Actas de congresos
A systematic mapping on gamification applied to education
Fecha
2014-03-24Registro en:
Symposium on Applied Computing, 29th, 2014, Gyeongju.
9781450316569
Autor
Borges, Simone de Sousa
Durelli, Vinicius Humberto Serapilha
Reis, Helena Macedo
Isotani, Seiji
Institución
Resumen
Gamification is a term that refers to the use of game elements in
non-game contexts with the goal of engaging people in a variety of
tasks. There is a growing interest in gamification as well as its
applications and implications in the field of Education since it
provides an alternative to engage and motivate students during the
process of learning. Despite this increasing interest, to the best of
our knowledge, there are no studies that cover and classify the types
of research being published and the most investigated topics in the
area. As a first step towards bridging this gap, we carried out a
systematic mapping to synthesize an overview of the area. We went
through 357 papers on gamification. Among them, 48 were related
to education and only 26 met the criteria for inclusion and exclusion
of articles defined in this study. These 26 papers were selected and
categorized according to their contribution. As a result, we provide
an overview of the area. Such an overview suggests that most
studies focus on investigating how gamification can be used to
motivate students, improve their skills, and maximize learning.