This study focuses on the development of Massive Open Online Courses (MOOCs) for the continuing training of teachers, with the use of gamification as motivation and engagement strategy to courses. We observe the gamification as a component that can enhance the attractiveness of the distance courses, considering that their resources, when well articulated, leverage the form of interaction of the participants with the other members and study materials available. In the present research, we propose the development of two MOOCs for the training of teachers. The first MOOC, Digital Technologies for Teaching Geometry, had an experimental character, in which we observe the functionality of some Moodle tools geared to the gamification, and particip...
This paper analyzes the conceptualization and implementation of one of the most active and innovativ...
In an increasingly interconnected world in which all areas are undergoing great changes, education c...
The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a...
One of the great current challenges in education is the guarantee of a quality education, for this, ...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
Massive Open Online Courses (MOOCs) have triggered a sudden change in the educational scene. Its cha...
Devido ao sistema tradicional de ensino, que tem o professor como o centro das aulas, há uma grande ...
This dissertation presents the concept of gamification as a tool to support Ubiquitous Learning Env...
Introdução: a gamificação surgiu como uma proposta de motivação aos alunos nos últimos anos. Hoje sã...
Due to the emergence of COVID 19, the ways of teaching have been restructured, requires greater effo...
The irruption of online programs in education such as MOOCs is pushing educators to promote new ways...
Empirical studies have suggested limitations on the form of application of gamification mechanics in...
A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential ...
Em uma sociedade cada vez mais informatizada, vivendo na era digital, com uma variedade de mídias, c...
This work corresponds to a pedagogical and didactic experience implemented at José Martí School, in ...
This paper analyzes the conceptualization and implementation of one of the most active and innovativ...
In an increasingly interconnected world in which all areas are undergoing great changes, education c...
The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a...
One of the great current challenges in education is the guarantee of a quality education, for this, ...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
Massive Open Online Courses (MOOCs) have triggered a sudden change in the educational scene. Its cha...
Devido ao sistema tradicional de ensino, que tem o professor como o centro das aulas, há uma grande ...
This dissertation presents the concept of gamification as a tool to support Ubiquitous Learning Env...
Introdução: a gamificação surgiu como uma proposta de motivação aos alunos nos últimos anos. Hoje sã...
Due to the emergence of COVID 19, the ways of teaching have been restructured, requires greater effo...
The irruption of online programs in education such as MOOCs is pushing educators to promote new ways...
Empirical studies have suggested limitations on the form of application of gamification mechanics in...
A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential ...
Em uma sociedade cada vez mais informatizada, vivendo na era digital, com uma variedade de mídias, c...
This work corresponds to a pedagogical and didactic experience implemented at José Martí School, in ...
This paper analyzes the conceptualization and implementation of one of the most active and innovativ...
In an increasingly interconnected world in which all areas are undergoing great changes, education c...
The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a...