Publicação
The experience of the application of a gamified virtual learning environment in higher education
| Resumo: | Virtual Learning Environments (VLE) provide a way for students to access and interact with learning experiences and assume the responsibility for their own learning, overcoming passive attitudes of listening and memorizing content. In other words, VLEs should be developed to provide teaching and learning environments that allows students to assume an active role in the development of their own knowledge and to increase their involvement. This work describes an experience of the application of a gamified VLE for the development of non- presential teaching and learning activities in the course of Statistics in a Management degree. To assess its impact, a quanti-qualitative methodology was used. Data was collected by four instruments: an online questionnaire with closed questions for students, an online questionnaire with open questions for students, a structured interview with the teacher, and instrumentation of the VLE to collect users’ actions on the platform. Results suggest that both teacher and students consider that it is beneficial to use the VLE because of its ubiquity and flexibility. Both students and the teacher consider that using VLE is beneficial, although the adaptation to gamification elements and concepts is still a challenge. The involvement of the teacher and the articulation between the VLE and the pedagogical approach is of the utmost importance to foster the students’ involvement in the teaching-learning process. |
|---|---|
| Autores principais: | Tenório, Marcos |
| Outros Autores: | Lopes, Rui Pedro; Góis, Lourival Aparecido de; Mesquita, Cristina; Santos Júnior, Guataçara |
| Assunto: | Virtual learning environments Gamification Statistics E-Learning |
| Ano: | 2018 |
| País: | Portugal |
| Tipo de documento: | comunicação em conferência |
| Tipo de acesso: | acesso aberto |
| Instituição associada: | Instituto Politécnico de Bragança |
| Idioma: | inglês |
| Origem: | Biblioteca Digital do IPB |
| _version_ | 1863851404904366080 |
|---|---|
| author | Tenório, Marcos |
| author2 | Lopes, Rui Pedro Góis, Lourival Aparecido de Mesquita, Cristina Santos Júnior, Guataçara |
| author2_role | author author author author |
| author_facet | Tenório, Marcos Lopes, Rui Pedro Góis, Lourival Aparecido de Mesquita, Cristina Santos Júnior, Guataçara |
| author_role | author |
| contributor_name_str_mv | Biblioteca Digital do IPB |
| country_str | PT |
| creators_json_str | [{\"Person.name\":\"Tenório, Marcos\"},{\"Person.name\":\"Lopes, Rui Pedro\",\"Person.identifier.orcid\":\"0000-0002-9170-5078\"},{\"Person.name\":\"Góis, Lourival Aparecido de\"},{\"Person.name\":\"Mesquita, Cristina\",\"Person.identifier.orcid\":\"0000-0002-4992-8614\"},{\"Person.name\":\"Santos Júnior, Guataçara\"}] |
| datacite.contributors.contributor.contributorName.fl_str_mv | Biblioteca Digital do IPB |
| datacite.creators.creator.creatorName.fl_str_mv | Tenório, Marcos Lopes, Rui Pedro Góis, Lourival Aparecido de Mesquita, Cristina Santos Júnior, Guataçara |
| datacite.date.Accepted.fl_str_mv | 2018-01-01T00:00:00Z |
| datacite.date.available.fl_str_mv | 2020-04-06T10:30:07Z |
| datacite.date.embargoed.fl_str_mv | 2020-04-06T10:30:07Z |
| datacite.rights.fl_str_mv | http://purl.org/coar/access_right/c_abf2 |
| datacite.subjects.subject.fl_str_mv | Virtual learning environments Gamification Statistics E-Learning |
| datacite.titles.title.fl_str_mv | The experience of the application of a gamified virtual learning environment in higher education |
| dc.contributor.none.fl_str_mv | Biblioteca Digital do IPB |
| dc.creator.none.fl_str_mv | Tenório, Marcos Lopes, Rui Pedro Góis, Lourival Aparecido de Mesquita, Cristina Santos Júnior, Guataçara |
| dc.date.Accepted.fl_str_mv | 2018-01-01T00:00:00Z |
| dc.date.available.fl_str_mv | 2020-04-06T10:30:07Z |
| dc.date.embargoed.fl_str_mv | 2020-04-06T10:30:07Z |
| dc.format.none.fl_str_mv | application/pdf |
| dc.identifier.none.fl_str_mv | http://hdl.handle.net/10198/21544 |
| dc.language.none.fl_str_mv | eng |
| dc.rights.cclincense.fl_str_mv | http://creativecommons.org/licenses/by/4.0/ |
| dc.rights.none.fl_str_mv | http://purl.org/coar/access_right/c_abf2 |
| dc.subject.none.fl_str_mv | Virtual learning environments Gamification Statistics E-Learning |
| dc.title.fl_str_mv | The experience of the application of a gamified virtual learning environment in higher education |
| dc.type.none.fl_str_mv | http://purl.org/coar/resource_type/c_5794 |
| description | Virtual Learning Environments (VLE) provide a way for students to access and interact with learning experiences and assume the responsibility for their own learning, overcoming passive attitudes of listening and memorizing content. In other words, VLEs should be developed to provide teaching and learning environments that allows students to assume an active role in the development of their own knowledge and to increase their involvement. This work describes an experience of the application of a gamified VLE for the development of non- presential teaching and learning activities in the course of Statistics in a Management degree. To assess its impact, a quanti-qualitative methodology was used. Data was collected by four instruments: an online questionnaire with closed questions for students, an online questionnaire with open questions for students, a structured interview with the teacher, and instrumentation of the VLE to collect users’ actions on the platform. Results suggest that both teacher and students consider that it is beneficial to use the VLE because of its ubiquity and flexibility. Both students and the teacher consider that using VLE is beneficial, although the adaptation to gamification elements and concepts is still a challenge. The involvement of the teacher and the articulation between the VLE and the pedagogical approach is of the utmost importance to foster the students’ involvement in the teaching-learning process. |
| dirty | 0 |
| eu_rights_str_mv | openAccess |
| format | conferencePaper |
| fulltext.url.fl_str_mv | https://bibliotecadigital.ipb.pt/bitstreams/2646ee9f-f420-4f20-baf8-4da4a93ccc77/download |
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| identifier.url.fl_str_mv | http://hdl.handle.net/10198/21544 |
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| institution | Instituto Politécnico de Bragança |
| instname_str | Instituto Politécnico de Bragança |
| language | eng |
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| oai_identifier_str | oai:bibliotecadigital.ipb.pt:10198/21544 |
| organization_str_mv | urn:organizationAcronym:ipb |
| person_str_mv | Tenório, Marcos Lopes, Rui Pedro Lopes, Rui Pedro https://www.ciencia-id.pt/8E14-54E4-4DB5 8E14-54E4-4DB5 http://orcid.org/0000-0002-9170-5078 0000-0002-9170-5078 Góis, Lourival Aparecido de Mesquita, Cristina Mesquita, Cristina https://www.ciencia-id.pt/281C-3FE6-83CA 281C-3FE6-83CA http://orcid.org/0000-0002-4992-8614 0000-0002-4992-8614 Santos Júnior, Guataçara |
| publishDate | 2018 |
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| spelling | engpt_PTVirtual Learning Environments (VLE) provide a way for students to access and interact with learning experiences and assume the responsibility for their own learning, overcoming passive attitudes of listening and memorizing content. In other words, VLEs should be developed to provide teaching and learning environments that allows students to assume an active role in the development of their own knowledge and to increase their involvement. This work describes an experience of the application of a gamified VLE for the development of non- presential teaching and learning activities in the course of Statistics in a Management degree. To assess its impact, a quanti-qualitative methodology was used. Data was collected by four instruments: an online questionnaire with closed questions for students, an online questionnaire with open questions for students, a structured interview with the teacher, and instrumentation of the VLE to collect users’ actions on the platform. Results suggest that both teacher and students consider that it is beneficial to use the VLE because of its ubiquity and flexibility. Both students and the teacher consider that using VLE is beneficial, although the adaptation to gamification elements and concepts is still a challenge. The involvement of the teacher and the articulation between the VLE and the pedagogical approach is of the utmost importance to foster the students’ involvement in the teaching-learning process.application/pdfpt_PTThe experience of the application of a gamified virtual learning environment in higher educationTenório, MarcosPersonalLopes, Rui PedroDSpacehttp://dspace.org/items/e1e64423-0ec8-46ee-be96-33205c7c98a9DSpacehttp://dspace.org/items/e1e64423-0ec8-46ee-be96-33205c7c98a9LopesRui PedroCiência IDhttps://www.ciencia-id.pt8E14-54E4-4DB5ORCIDhttp://orcid.org0000-0002-9170-5078Góis, Lourival Aparecido dePersonalMesquita, CristinaDSpacehttp://dspace.org/items/f3281c2f-9bf6-49af-84a8-995ca1a8bdd8DSpacehttp://dspace.org/items/f3281c2f-9bf6-49af-84a8-995ca1a8bdd8MesquitaCristinaCiência IDhttps://www.ciencia-id.pt281C-3FE6-83CAORCIDhttp://orcid.org0000-0002-4992-8614Scopus Author IDhttps://www.scopus.com56203897400Santos Júnior, GuataçaraHostingInstitutionOrganizationalBiblioteca Digital do IPBe-mailmailto:dspace@ipb.ptdspace@ipb.ptDOIIsPartOf10.21125/iceri.2018.20092020-04-06T10:30:07Z20182018-01-01T00:00:00ZHandlehttp://hdl.handle.net/10198/21544http://purl.org/coar/access_right/c_abf2open accessVirtual learning environmentsGamificationStatisticsE-Learning1450491 bytesother research producthttp://purl.org/coar/resource_type/c_5794conference paper2018http://creativecommons.org/licenses/by/4.0/http://purl.org/coar/access_right/c_abf2application/pdffulltexthttps://bibliotecadigital.ipb.pt/bitstreams/2646ee9f-f420-4f20-baf8-4da4a93ccc77/downloadICERI2018 Conference144864494Seville, Spain |
| spellingShingle | The experience of the application of a gamified virtual learning environment in higher education Tenório, Marcos Virtual learning environments Gamification Statistics E-Learning |
| subject.fl_str_mv | Virtual learning environments Gamification Statistics E-Learning |
| title | The experience of the application of a gamified virtual learning environment in higher education |
| title_full | The experience of the application of a gamified virtual learning environment in higher education |
| title_fullStr | The experience of the application of a gamified virtual learning environment in higher education |
| title_full_unstemmed | The experience of the application of a gamified virtual learning environment in higher education |
| title_short | The experience of the application of a gamified virtual learning environment in higher education |
| title_sort | The experience of the application of a gamified virtual learning environment in higher education |
| topic | Virtual learning environments Gamification Statistics E-Learning |
| topic_facet | Virtual learning environments Gamification Statistics E-Learning |
| url | http://hdl.handle.net/10198/21544 |
| visible | 1 |