This paper presents a model for organizing pedagogical activities using a gamification approach, and considering digital game elements. We considered the sociocultural context of cyberculture as the core element to design creative, potentially innovative educational practices based on the massive use of games and their components from students’ perspectives. The result of this qualitative research allowed us to propose the model as an alternative way of applying the gamification process in teaching and learning activities
Pedagogical practices revolving around video games have been growing increasingly popular given thei...
Este ensaio visa contribuir com as discussões acerca dos jogos eletrônicos digitais, tomados como m...
Este artigo propõe-se a apresentar ponderações teóricas acerca da relação entre game e aprendizagem,...
Este artigo apresenta um modelo para construção de práticas pedagógicas que incluam atividades gamif...
Recent studies highlight the use of digital games and game design elements in the educational contex...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
This article presents how digital culture, especially digital games, can help to transform the pedag...
This research objective to plan and execute a gamified activity for a class in the Advertising cours...
The implementation of didactic strategies that involve the imbrications of elements and specific lan...
This study proposes a teaching strategy based on learning with digital games, to provide an active ...
Remote classes encounter difficulties such as teacher unpreparedness to teach through technologies, ...
O trabalho teve por objetivo explorar como o uso das tecnologias digitais, em especial os jogos, e s...
This article intends to present, briefly, the pedagogical possibilities in the use of digital games ...
In contrast to other media like TV or cinema, digital games are unique and different because they o...
gamification, prototype, virtual learning environments Through games, users spend hours performing t...
Pedagogical practices revolving around video games have been growing increasingly popular given thei...
Este ensaio visa contribuir com as discussões acerca dos jogos eletrônicos digitais, tomados como m...
Este artigo propõe-se a apresentar ponderações teóricas acerca da relação entre game e aprendizagem,...
Este artigo apresenta um modelo para construção de práticas pedagógicas que incluam atividades gamif...
Recent studies highlight the use of digital games and game design elements in the educational contex...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
This article presents how digital culture, especially digital games, can help to transform the pedag...
This research objective to plan and execute a gamified activity for a class in the Advertising cours...
The implementation of didactic strategies that involve the imbrications of elements and specific lan...
This study proposes a teaching strategy based on learning with digital games, to provide an active ...
Remote classes encounter difficulties such as teacher unpreparedness to teach through technologies, ...
O trabalho teve por objetivo explorar como o uso das tecnologias digitais, em especial os jogos, e s...
This article intends to present, briefly, the pedagogical possibilities in the use of digital games ...
In contrast to other media like TV or cinema, digital games are unique and different because they o...
gamification, prototype, virtual learning environments Through games, users spend hours performing t...
Pedagogical practices revolving around video games have been growing increasingly popular given thei...
Este ensaio visa contribuir com as discussões acerca dos jogos eletrônicos digitais, tomados como m...
Este artigo propõe-se a apresentar ponderações teóricas acerca da relação entre game e aprendizagem,...