segunda-feira, 26 de setembro de 2022

GAMIFICATION TO PROMOTE INTERACTION IN DISTANCE HIGHER EDUCATION

GAMIFICATION TO PROMOTE INTERACTION IN DISTANCE HIGHER EDUCATION

Abstract: The use of gamification in the educational context, assumes that learning happens in a more fun and engaging  way,  based  on  learning  from  interactions.  In  this  sense,  game  design  elements  are  used  to  promote engagement in activities. In the Distance Education environment (DL), interactions take place in virtual learning environments  (VLE)  and  generate  mediation  among  the  authors  involved  in  these  processes,  which,  in  turn, generate knowledge and promote learning. In this sense, the goal of this research is to identify the effectiveness of  gamification  in  promoting  interactions  in  a  class  of  a  distance  learning  mathematics  course.  The  guiding question  is:  How  has  the  gamification  of  a  subject  contributed  to  the  promotion  ofinteractions  in  a  distance learning  mathematics  course?  The  hypothesis  studied  is  that  the  use  of  gamification  in  distance  learning promotes  student  engagement  in  classes,  encouraging  and  promoting  greater  interactions  between  students and teachers. The research was carried out with students from the distance learning mathematics course at the Brazilian Open University (BOU). The data were collected in two stages. In the first stage, a survey questionnaire was used. In the second stage, an observation was made of the dialog developed in the forums of the course. The  results  indicate  that  the  gamification  of  the  distance  learning  mathematics  course  promoted  interaction among students and interaction between students and teachers, stimulating the creation of a collective and fun environment for knowledge construction.

Keywords: Interaction; Gamification; Higher education.

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