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The experience of the application of a gamified virtual learning environment in higher education

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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
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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.
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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
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Santos Júnior, Guataçara
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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