Publicação
The impact of a gamified E-Learning environment in students attitude: a case study
| 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 |
| _version_ | 1863850950989447168 |
|---|---|
| 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 |
| creators_json_str | [{\"Person.name\":\"Tenório, Marcos\"},{\"Person.name\":\"Reinaldo, Francisco\"},{\"Person.name\":\"Gonçalves, Vitor\",\"Person.identifier.orcid\":\"0000-0002-0645-6776\"},{\"Person.name\":\"Ishikawa, Eliana C.\"},{\"Person.name\":\"Gois, Lourival Aparecido\"},{\"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 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. |
| dirty | 0 |
| eu_rights_str_mv | openAccess |
| format | conferencePaper |
| fulltext.url.fl_str_mv | https://bibliotecadigital.ipb.pt/bitstreams/137410aa-c513-4530-a3eb-752cdcdd07c1/download |
| id | ipb_a0dc3b63ec0e3f8fd33c0c8a521962df |
| identifier.url.fl_str_mv | http://hdl.handle.net/10198/25126 |
| instacron_str | ipb |
| institution | Instituto Politécnico de Bragança |
| instname_str | Instituto Politécnico de Bragança |
| language | eng |
| network_acronym_str | ipb |
| network_name_str | Biblioteca Digital do IPB |
| oai_identifier_str | oai:bibliotecadigital.ipb.pt:10198/25126 |
| organization_str_mv | urn:organizationAcronym:ipb |
| person_str_mv | Tenório, Marcos Reinaldo, Francisco Gonçalves, Vitor Gonçalves, Vitor https://www.ciencia-id.pt/A310-FFD6-55A1 A310-FFD6-55A1 http://orcid.org/0000-0002-0645-6776 0000-0002-0645-6776 Ishikawa, Eliana C. Gois, Lourival Aparecido Santos Júnior, Guataçara |
| publishDate | 2021 |
| publisher.none.fl_str_mv | SpringerLink |
| reponame_str | Biblioteca Digital do IPB |
| repository_id_str | urn:repositoryAcronym:ipb |
| service_str_mv | urn:repositoryAcronym:ipb |
| 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 |