Gamification based learning activities in elementary Brazilian public school
Main Article Content
صندلی اداریAbstract
Downloads
Article Details
1. Proposal of Policy for Free Access Periodics
Authors whom publish in this magazine should agree to the following terms:
a. Authors should keep the copyrights and grant to the magazine the right of the first publication, with the work simultaneously permitted under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 that allows the sharing of the work with recognition of the authorship of the work and initial publication in this magazine.
b. Authors should have authorization for assuming additional contracts separately, for non-exclusive distribution of the version of the work published in this magazine (e.g.: to publish in an institutional repository or as book chapter), with recognition of authorship and initial publication in this magazine.
c. Authors should have permission and should be stimulated to publish and to distribute its work online (e.g.: in institutional repositories or its personal page) to any point before or during the publishing process, since this can generate productive alterations, as well as increasing the impact and the citation of the published work (See The Effect of Free Access).
Proposal of Policy for Periodic that offer Postponed Free Access
Authors whom publish in this magazine should agree to the following terms:
a. Authors should keep the copyrights and grant to the magazine the right of the first publication, with the work simultaneously permitted under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 [SPECIFY TIME HERE] after the publication, allowing the sharing of the work with recognition of the authorship of the work and initial publication in this magazine.
b. Authors should have authorization for assuming additional contracts separately, for non-exclusive distribution of the version of the work published in this magazine (e.g.: to publish in institutional repository or as book chapter), with recognition of authorship and initial publication in this magazine.
c. Authors should have permission and should be stimulated to publish and to distribute its work online (e.g.: in institutional repositories or its personal page) to any point before or during the publishing process, since this can generate productive alterations, as well as increasing the impact and the citation of the published work (See The Effect of Free Access).
d. They allow some kind of open dissemination. Authors can disseminate their articles in open access, but with specific conditions imposed by the editor that are related to:
Version of the article that can be deposited in the repository:
Pre-print: before being reviewed by pairs.
Post-print: once reviewed by pairs, which can be:
The version of the author that has been accepted for publication.
The editor's version, that is, the article published in the magazine.
At which point the article can be made accessible in an open manner: before it is published in the magazine, immediately afterwards or if a period of seizure is required, which can range from six months to several years.
Where to leave open: on the author's personal web page, only departmental websites, the repository of the institution, the file of the research funding agency, among others.
References
BELLOTTI, F.; KAPRALOS, B.; LEE, K.; MORENO-GER, P.; BERTA, R. (2013) Assessment in and of serious games: an overview. Advances in Human-Computer Interaction, Hindwai Publishing Corporation, v. 2013.
COOPER, S.; et al. (2010) The challenge of designing scientific discovery games. Proceedings of the Fifth international Conference on the Foundations of Digital Games. ACM, p. 40-47.
DE ALMEIDA, M. E. B. (2003) Educação à Distância na Internet: abordagens e contribuições dos ambientes digitais de aprendizagem. Educação e pesquisa, v. 29, n. 2, p. 327-340.
DETERDING, S; et al. (2011) From game design elements to gamefulness: defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, ACM, p. 9-15
DEVORE, J. (2015) Probability and Statistics for Engineering and the Sciences. Cengage Learning.
DINGSØYR, T.; NERUR, S.; BALIJEPALLY, V.; MOE, N. B, (2012) A decade of agile methodologies: Towards explaining agile software development. Journal of Systems and Software, v. 85, n. 6, p. 1213-1221.
FARASHAHI, M.; TAJEDDIN, M. (2018) Effectiveness of teaching methods in business education: A comparison study on the learning outcomes of lectures, case studies and simulations. The International Journal of Management Education, v. 16, n. 1, p. 131-142.
FROTA, M. N.; FINKELSTEIN, L. (2013) Thoughts on the education in measurement and instrumentation: A review of requirements. Measurements. v. 46, n. 8, p. 2978-2982.
GE, X.; IFENTHALER, D. (2018) Designing engaging educational games and assessing engagement in game-based learning. Gamification in Education: Breakthroughs in Research and Practice. IGI Global, p. 1-19.
GIRARD, C.; ECALLE, J.; MAGNAN, A. (2013) Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies. Journal of Computer Assisted Learning, v. 29, n. 3, p. 207-219.
HWANG, G. J.; SUNG, H. Y.; HUNG, C. M.; HUANG, I.; TSAI, C. C. (2012) Development of a personalized educational computer game based on students’ learning styles. Educational Technology Research and Development, v. 60, n. 4, p. 623-638.
KIAT, P. N.; KWONG, Y. T. (2014) The flipped classroom experience. 2014 IEEE 27th Conference on Software Engineering Education and Training (CSEE&T), p. 39-43.
KOLKO, B. E.; RACADIO, R. (2014) The value of non-instrumental computer use: a study of skills acquisition and performance in Brazil. Information Technologies & International Development, v. 10, n. 3, p. 47-65.
MARCELINO, E.; MARCELINO, A. B. B. (2018) A importância da construção de materiais didáticos digitais para professores do ensino superior/The importance of building digital didactic materials for higher education teachers. Brazilian Applied Science Review, v. 2, n. 2, p. 596-606.
MISHRA, D.; MISHRA, A. (2011) Complex software project development: agile methods adoption. Journal of Software Maintenance and Evolution: Research and Practice, v. 23, n. 8, p. 549-564.
MUSTAFA, G. (2014) Comparing Kanban, 5S and TPS from a software engineering perspective. Thesis Institutionen för datavetenskap Department of Computer and Information Science, Linköping University, Swedish.
PRENSKY, M. (2001) Digital natives, digital immigrants part 1. On the horizon, v. 9, n. 5, p. 1-6.
PRENSKY, M. (2005) Computer games and learning: Digital game-based learning., Handbook of computer game studies, v. 18, p. 97-122.
PRENSKY, M. (2007) Digital game-based learning, Paragon House Edition.
QIAN, M.; CLARK, K. R. (2016) Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, v. 63, p. 50-58.
RICE, M. et al. (2013) Comparing avatar game representation preferences across three age groups. CHI'13 Extended Abstracts on Human Factors in Computing Systems, ACM, p. 1161-1166.
THEUNS, M.; VLAANDEREN, K.; BRINKKEMPER, S. (2012) The Relationship Between Scrum and Release Planning Activities: An Exploratory Case Study. Software for People, Springer Berlin Heidelberg, p. 239-256.
TRAN, M. Q.; BIDDLE, R. (2008) Collaboration in serious game development: a case study. Proceedings of the 2008 Conference on Future Play: Research, Play, Share. ACM, p. 49-56.
WEST, (2012) Martin. Education and global competitiveness: Lessons for the United States from international evidence. Rethinking competitiveness, p. 68-94.
ZYDA, M. (2005) From visual simulation to virtual reality to games. IEEE Computer Society Magazine, v. 38, n. 9