Gamification Aspects in Detail: Collectanea of Studies to Renew Traditional Education

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Livia de Sousa Barreto
Isabela Nascimento Cavaco
Alanna Monteiro
Danielle Rousy
Carla Silva

Abstract

This work’s objective is to present the results of a systematic mapping that explored gamification in education to find good practices and lessons learned. There were identified a set of positive and negative aspects and tools to be reused by who wishes to use gamification to motivate students and to verify the effects of this technique. The results indicated the best practices and showed that, despite being very recent, gamification has already gained attention in many countries. In addition, gamification is overall effective and well received in education, attempting to the importance of planning the gamification design, the dynamic between groups and the participation of the teacher in the motivation and engagement of students.

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Author Biographies

Livia de Sousa Barreto, Federal University of Paraiba (UFPB)

Department of Informatics and student of Computer Science

Isabela Nascimento Cavaco, Federal University of Paraiba (UFPB)

Department of Informatics and student of Computer Science

Danielle Rousy, Federal University of Paraiba (UFPB)

Professor of Computer Science, Department of Informatics