Empirical studies have suggested limitations on the form of application of gamification mechanics in the context of online education. These mechanics have been applied without reference to a theoretical model dedicated to this type of education. The objective of the paper is to propose a model for a gamified platform for online education that contributes to a more participatory learning, taking into account the different student profiles. Based on literature review about approaches to gamification systems design, a set of steps was followed in order to develop a generic model for a framework dedicated to online education. The model proposed is based on the Educational Gamification Design Principles proposed by Dicheva et al. (2015). The mod...
Based on this issue, more and more studies are reducing the willingness to understand concepts and p...
Recent studies highlight the use of digital games and game design elements in the educational contex...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Estudos empíricos apontam limitações em relação à forma de aplicação das mecânicas da gamificação no...
The presence of game elements on the educational context, specifically on the E-learning modalities...
This dissertation presents the concept of gamification as a tool to support Ubiquitous Learning Env...
The research this proposal belongs to will consist on the study of the gamification concept and meth...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a...
This study focuses on the development of Massive Open Online Courses (MOOCs) for the continuing trai...
This paper explains the concept of gamification, lists the current models according to which educati...
Technology is a force for change in the culture of society. This transformation often requires the ...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Introdução: a gamificação surgiu como uma proposta de motivação aos alunos nos últimos anos. Hoje sã...
This text presents and analyzes the contributions of a collection of articles related to research ca...
Based on this issue, more and more studies are reducing the willingness to understand concepts and p...
Recent studies highlight the use of digital games and game design elements in the educational contex...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Estudos empíricos apontam limitações em relação à forma de aplicação das mecânicas da gamificação no...
The presence of game elements on the educational context, specifically on the E-learning modalities...
This dissertation presents the concept of gamification as a tool to support Ubiquitous Learning Env...
The research this proposal belongs to will consist on the study of the gamification concept and meth...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a...
This study focuses on the development of Massive Open Online Courses (MOOCs) for the continuing trai...
This paper explains the concept of gamification, lists the current models according to which educati...
Technology is a force for change in the culture of society. This transformation often requires the ...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Introdução: a gamificação surgiu como uma proposta de motivação aos alunos nos últimos anos. Hoje sã...
This text presents and analyzes the contributions of a collection of articles related to research ca...
Based on this issue, more and more studies are reducing the willingness to understand concepts and p...
Recent studies highlight the use of digital games and game design elements in the educational contex...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...