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The impact of a gamified E-Learning environment in students attitude: a case study

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Resumo:E-learning conditions underpin the teaching and learning procedure and plan to involve students in their insight development process. Notwithstanding, including them during this procedure requires a high level of inspiration. Gamification is one of the methodologies that address this challenge and proposes that on-line situations are going to be a plus from it. On the other hand, Statistics is a field that can be supported by these learning methodologies. These days, with the use of massive data, the information holds a critical worth and to process this information into valuable data empowers the statistics field as a basic subject. This paper expects to feature a replacement point of view over the teaching and learning process offering a gamified e-learning condition to support the statistics field in the class. To research and portray the increases of this system, we refine a contextual investigation strategy to a Probability and Statistics lecture of an undergraduate Engineering course. With a descriptive study, we decide to comprehend the students’ attitudes once they face the proposed gamified e-learning condition. The results indicate that were some changes on students’ attitude when they use the gamified approach and suggest that we can be on the right track regarding the application of innovative learning formats, especially in the use of ICT.
Autores principais:Tenório, Marcos
Outros Autores:Reinaldo, Francisco; Gonçalves, Vitor; Ishikawa, Eliana C.; Gois, Lourival Aparecido; Santos Júnior, Guataçara
Assunto:Gamification e-Learning Attitude towards statistics
Ano:2021
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 Reinaldo, Francisco
Gonçalves, Vitor
Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
author2_role author
author
author
author
author
author_facet Tenório, Marcos
Reinaldo, Francisco
Gonçalves, Vitor
Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
author_role author
contributor_name_str_mv Biblioteca Digital do IPB
country_str PT
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datacite.contributors.contributor.contributorName.fl_str_mv Biblioteca Digital do IPB
datacite.creators.creator.creatorName.fl_str_mv Tenório, Marcos
Reinaldo, Francisco
Gonçalves, Vitor
Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
datacite.date.Accepted.fl_str_mv 2021-01-01T00:00:00Z
datacite.date.available.fl_str_mv 2022-03-02T10:00:40Z
datacite.date.embargoed.fl_str_mv 2022-03-02T10:00:40Z
datacite.rights.fl_str_mv http://purl.org/coar/access_right/c_abf2
datacite.subjects.subject.fl_str_mv Gamification
e-Learning
Attitude towards statistics
datacite.titles.title.fl_str_mv The impact of a gamified E-Learning environment in students attitude: a case study
dc.contributor.none.fl_str_mv Biblioteca Digital do IPB
dc.creator.none.fl_str_mv Tenório, Marcos
Reinaldo, Francisco
Gonçalves, Vitor
Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
dc.date.Accepted.fl_str_mv 2021-01-01T00:00:00Z
dc.date.available.fl_str_mv 2022-03-02T10:00:40Z
dc.date.embargoed.fl_str_mv 2022-03-02T10:00:40Z
dc.format.none.fl_str_mv application/pdf
dc.identifier.none.fl_str_mv http://hdl.handle.net/10198/25126
dc.language.none.fl_str_mv eng
dc.publisher.none.fl_str_mv SpringerLink
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 Gamification
e-Learning
Attitude towards statistics
dc.title.fl_str_mv The impact of a gamified E-Learning environment in students attitude: a case study
dc.type.none.fl_str_mv http://purl.org/coar/resource_type/c_5794
description E-learning conditions underpin the teaching and learning procedure and plan to involve students in their insight development process. Notwithstanding, including them during this procedure requires a high level of inspiration. Gamification is one of the methodologies that address this challenge and proposes that on-line situations are going to be a plus from it. On the other hand, Statistics is a field that can be supported by these learning methodologies. These days, with the use of massive data, the information holds a critical worth and to process this information into valuable data empowers the statistics field as a basic subject. This paper expects to feature a replacement point of view over the teaching and learning process offering a gamified e-learning condition to support the statistics field in the class. To research and portray the increases of this system, we refine a contextual investigation strategy to a Probability and Statistics lecture of an undergraduate Engineering course. With a descriptive study, we decide to comprehend the students’ attitudes once they face the proposed gamified e-learning condition. The results indicate that were some changes on students’ attitude when they use the gamified approach and suggest that we can be on the right track regarding the application of innovative learning formats, especially in the use of ICT.
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person_str_mv Tenório, Marcos
Reinaldo, Francisco
Gonçalves, Vitor
Gonçalves, Vitor
https://www.ciencia-id.pt/A310-FFD6-55A1
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Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
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spelling engSpringerLinkpt_PTE-learning conditions underpin the teaching and learning procedure and plan to involve students in their insight development process. Notwithstanding, including them during this procedure requires a high level of inspiration. Gamification is one of the methodologies that address this challenge and proposes that on-line situations are going to be a plus from it. On the other hand, Statistics is a field that can be supported by these learning methodologies. These days, with the use of massive data, the information holds a critical worth and to process this information into valuable data empowers the statistics field as a basic subject. This paper expects to feature a replacement point of view over the teaching and learning process offering a gamified e-learning condition to support the statistics field in the class. To research and portray the increases of this system, we refine a contextual investigation strategy to a Probability and Statistics lecture of an undergraduate Engineering course. With a descriptive study, we decide to comprehend the students’ attitudes once they face the proposed gamified e-learning condition. The results indicate that were some changes on students’ attitude when they use the gamified approach and suggest that we can be on the right track regarding the application of innovative learning formats, especially in the use of ICT.application/pdfpt_PTThe impact of a gamified E-Learning environment in students attitude: a case studyTenório, MarcosReinaldo, FranciscoPersonalGonçalves, VitorDSpacehttp://dspace.org/items/51ba4541-fca8-4932-ac25-2fe98006bdb9DSpacehttp://dspace.org/items/51ba4541-fca8-4932-ac25-2fe98006bdb9GonçalvesVítorCiência IDhttps://www.ciencia-id.ptA310-FFD6-55A1ORCIDhttp://orcid.org0000-0002-0645-6776Ishikawa, Eliana C.Gois, Lourival AparecidoSantos Júnior, GuataçaraHostingInstitutionOrganizationalBiblioteca Digital do IPBe-mailmailto:dspace@ipb.ptdspace@ipb.ptISBNIsPartOf978-3-030-67208-9URNIsPartOf978-3-030-67209-6DOIIsPartOf10.1007/978-3-030-67209-6_432022-03-02T10:00:40Z20212021-01-01T00:00:00ZHandlehttp://hdl.handle.net/10198/25126http://purl.org/coar/access_right/c_abf2open accessGamificatione-LearningAttitude towards statistics11433529 bytesother research producthttp://purl.org/coar/resource_type/c_5794conference paper2021http://creativecommons.org/licenses/by/4.0/http://purl.org/coar/access_right/c_abf2application/pdffulltexthttps://bibliotecadigital.ipb.pt/bitstreams/137410aa-c513-4530-a3eb-752cdcdd07c1/downloadProceedings of the 9th International Conference on Interactive Collaborative and Blended Learning ICBL2020: Visions and Concepts for Education 4.0.1314400410Cham
spellingShingle The impact of a gamified E-Learning environment in students attitude: a case study
Tenório, Marcos
Gamification
e-Learning
Attitude towards statistics
subject.fl_str_mv Gamification
e-Learning
Attitude towards statistics
title The impact of a gamified E-Learning environment in students attitude: a case study
title_full The impact of a gamified E-Learning environment in students attitude: a case study
title_fullStr The impact of a gamified E-Learning environment in students attitude: a case study
title_full_unstemmed The impact of a gamified E-Learning environment in students attitude: a case study
title_short The impact of a gamified E-Learning environment in students attitude: a case study
title_sort The impact of a gamified E-Learning environment in students attitude: a case study
topic Gamification
e-Learning
Attitude towards statistics
topic_facet Gamification
e-Learning
Attitude towards statistics
url http://hdl.handle.net/10198/25126
visible 1