dc.creatorDias Macena, Josinaldo
dc.creatorAlves de Araújo, Aislânia
dc.creatorSoares dos Santos, Jucelio
dc.date2021-01-04
dc.date.accessioned2022-10-04T22:51:52Z
dc.date.available2022-10-04T22:51:52Z
dc.identifierhttps://seer.ufrgs.br/index.php/renote/article/view/110191
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/3871307
dc.descriptionIn this paper, we analyze the interference of the leaderboards in the number of correct answers in the problem-solving activities present in a gamified application. Also, we checked the usability level of the application with/without leaderboards. In order to achieve these objectives, we applied a study in a test scenario and verified the effect of the leaderboards on the number of correct answers. Then, we applied a survey with the participants to analyze the usability level of the application. As a result, although the level of satisfaction of the participants who used the application with the leaderboards was higher, this difference was not significant. Also, the leaderboards did not influence the number of correct answers to problem-solving.pt-BR
dc.formatapplication/pdf
dc.languagepor
dc.publisherUFRGSpt-BR
dc.relationhttps://seer.ufrgs.br/index.php/renote/article/view/110191/59977
dc.rightsCopyright (c) 2021 RENOTEpt-BR
dc.sourceRENOTE; v. 18 n. 2 (2020): Edição Regular - Dezembro de 2020-2; 1-10pt-BR
dc.source1679-1916
dc.subjectGamificationpt-BR
dc.subjectleaderboardspt-BR
dc.subjectusability.pt-BR
dc.titleEvaluation of the Use of Leaderboards in a Gamified Application for Academic Learningpt-BR
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion


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