Revista Brasileira de Educação Médica,
Journal Year:
2024,
Volume and Issue:
48(4)
Published: Jan. 1, 2024
RESUMO
Introdução:
O
modelo
tradicional
de
ensino
em
que
o
professor
é
mentor
do
processo
educativo,
tendo
enfoque
extensas
aulas
expositivas,
ainda
bastante
predominante
nas
instituições
diferentes
níveis
escolaridade.
Esse
cenário
pode
ser
considerado
incongruente
com
a
nova
era
tecnológica
e
novo
modo
pensar.
Em
contrapartida,
gamificação
uma
metodologia
ativa
visa
tornar
aluno
centro
aprendizado,
fim
aumentar
interesse
dele
melhorar
absorção
conteúdo.
Objetivo:
presente
estudo
analisar
percepção
alunos
segundo
semestre
um
curso
Medicina
sobre
utilização
jogo
contempla
os
principais
conceitos
da
fisiologia
renal.
Método:
Trata-se
descritivo,
tipo
prospectivo.
A
atividade
consistiu
dinâmica
usou
tabuleiro
cartas
renal
para
104
alunos.
seguida,
foi
aplicado
questionário
11
perguntas,
majoritariamente
objetivas,
cujas
variáveis
investigadas
foram
experiência
prévia
gamificação,
adequação
duração
aula
prática,
como
discentes
avaliaram
uso
entre
outras.
Resultado:
Os
resultados
mostraram
maioria
dos
afirmou
esse
estimulante
(93,3%)
auxilia
no
assuntos
propostos
(94,2%),
consolidando
temas
já
vistos
sala
pelo
método
tradicional.
Também
pontuado
pelos
estudantes
melhor
maneira
assimilar
conteúdo
seria
adicionar
após
exposição
dialogada
(61,5%).
Quando
questionados
práticas,
classificou
ótima
(65,4%)
ou
boa
(30,8%).
Conclusão:
Diante
expostos,
pode-se
concluir
se
mostrou
excelente
aliada
à
teórica
tradicional,
servindo
mecanismo
sedimentação
aumento
discentes.
International Journal of STEM Education,
Journal Year:
2025,
Volume and Issue:
12(1)
Published: Jan. 6, 2025
The
demand
for
professionals
with
expertise
in
Science,
Technology,
Engineering,
and
Mathematics
(STEM)
continues
to
grow.
To
meet
this
demand,
universities
are
actively
seeking
strategies
engage
more
students
STEM
disciplines
improve
their
learning
outcomes.
One
promising
approach
is
gamification,
specifically
using
leaderboards.
This
study
investigates
the
impact
of
leaderboard-based
gamification
on
performance
175
a
calculus
course,
focus
mediating
roles
autonomous
motivation
self-efficacy,
as
well
potential
moderating
factors
such
gender
gaming
experience.
A
mixed-method
research
was
employed,
combining
pretest–posttest
quasi-experimental
design
nine
qualitative
interviews.
significant
improvement
gamified
condition
observed.
However,
no
effects
were
found
related
variables.
Qualitative
analysis
supported
these
findings,
revealing
that
did
not
perceive
an
increase
autonomy
within
condition,
instead,
themes
controlled
prevalent.
While
leaderboard
provided
sense
achievement
most
participants,
quantitative
show
strong
correlation
between
self-efficacy
performance.
suggests
can
enhance
courses
at
university
level.
findings
highlight
importance
careful
design,
particularly
how
different
game
elements
influence
students'
motivational
aspects.
Código Científico Revista de Investigación,
Journal Year:
2024,
Volume and Issue:
5(E3), P. 411 - 434
Published: April 30, 2024
Este
artículo
analiza
la
influencia
de
gamificación
en
motivación
y
el
rendimiento
estudiantes
matemáticas
virtuales,
mediante
una
revisión
bibliográfica.
La
gamificación,
que
integra
elementos
lúdicos
educación,
se
evalúa
por
su
capacidad
para
potenciar
compromiso
mejorar
los
resultados
académicos.
metodología
consistió
sistemática
literatura
enfocada
estudios
midieron
estudiantil
contextos
virtuales.
Los
destacaron
aumenta
significativamente
intrínseca
extrínseca,
mejorando
participación
estudiantil.
Sin
embargo,
discusión
subraya
éxito
depende
personalización
correcta
integración
currículos
educativos,
adaptándose
a
las
necesidades
evitando
dependencias
incentivos
extrínsecos
temporales.
conclusión
enfatiza
implementación
cuidadosa
puede
producir
mejoras
notables
educación
matemática
virtual,
aunque
requiere
más
investigación
optimizar
estas
estrategias
adaptarlas
cambios
tecnológicos
educativos.
British Journal of Educational Technology,
Journal Year:
2024,
Volume and Issue:
55(6), P. 2478 - 2502
Published: April 27, 2024
Abstract
Gamification,
characterized
by
the
integration
of
game
design
elements
into
non‐game
environments,
has
gained
popularity
in
classrooms
due
to
its
potential
for
increased
engagement
and
enjoyment
compared
traditional
lecture‐based
teaching
methods.
While
students
generally
exhibit
positive
attitudes
towards
gamification,
impact
on
academic
achievement
remains
a
subject
debate.
This
study
employed
meta‐analysis
approach
examine
overall
influence
gamification
students'
performance.
The
sample
comprised
22
experimental
studies
conducted
between
2008
2023,
comparing
effects
gamified
non‐gamified
classes.
Utilizing
random
model,
results
revealed
moderately
effect
student
performance
(Hedges's
g
=
0.782,
p
<
0.05).
paper
further
discussed
outcomes
various
moderator
analyses,
providing
valuable
insights
selection
utilization
elements,
as
well
considerations
specific
different
educational
stages.
Practitioner
notes
What
is
already
known
about
this
topic
Most
research
consistently
demonstrated
that
achievement.
current
state
review
not
sufficiently
comprehensive.
There
lack
meta‐analyses
exploring
diverse
impacts
gamification.
adds
factors
such
geographical
regions,
education
levels,
learning
subjects
was
examined.
significant
across
factors,
including
elements.
Implications
practice
and/or
policy
Gamification
represents
prudent
choice
teachers
seeking
enhance
Teachers
are
suggested
adopt
employ
appropriate
their
instructional
approaches.
Future
could
focus
investigating
feedback
element
learning.
Frontiers in Psychology,
Journal Year:
2025,
Volume and Issue:
16
Published: Feb. 27, 2025
Bullying
is
increasingly
prevalent
in
Chinese
schools,
contributing
to
a
rise
associated
criminal
cases.
A
key
factor
this
trend
the
lack
of
comprehensive
understanding
bullying.
Studies
indicate
clear
correlation
between
level
bullying
and
its
frequency.
The
adverse
effects
are
expected
persist
into
adulthood,
particularly
during
crucial
phase
behavioral
cognitive
development
elementary
school,
when
children
most
receptive
changes
behavior
attitudes.
Traditional
lecture-based
methods
used
teach
awareness
primary
school
students
often
result
boredom
disengagement,
reducing
their
ability
comprehend
address
effectively.
This
study
developed
gamified
interactive
e-book
(GIEB)
aimed
at
enhancing
motivation
anti-bullying
knowledge
students.
quasi-experimental
design
with
pretest
posttest
assessments
was
employed
evaluate
approach's
effectiveness.
involved
60
third-grade
from
public
Hefei,
Anhui
Province,
China,
who
were
randomly
assigned
either
an
experimental
group
using
e-books
(GIEB
group)
or
control
receiving
traditional
lectures
(TL
group).
Findings
indicated
that
GIEB
showed
significant
improvements
compared
TL
group.
research
highlights
potential
as
effective
educational
tools
for
prevention
by
making
learning
more
engaging
effective.
practical
implications
suggest
integrating
curriculum
could
significantly
enhance
students'
learn
about
knowledge,
ultimately
schools.
IGI Global eBooks,
Journal Year:
2025,
Volume and Issue:
unknown, P. 109 - 138
Published: March 26, 2025
When
the
COVID-19
pandemic
hit,
educators
were
thrown
into
virtual
classrooms
without
proper
training
and
support,
many
have
been
struggling
ever
since.
Virtual
schools
are
becoming
more
common,
but
still
needing
on
how
to
effectively
engage
diverse
learners
online.
Educators
seeking
ways
build
relevant
curricula,
increase
student
engagement,
foster
positive
relationships
in
online
classrooms.
All
of
this
can
be
done
through
culturally
responsive
teaching.
This
chapter
will
help
do
following:
(1)
Embrace
learning
with
pedagogies.
(2)
Understand
key
components
teaching
why
it
is
important.
(3)
Apply
pedagogies
that
enhance
performance
engagement
(4)
Access
instructional
strategies,
activities,
resources
Education Sciences,
Journal Year:
2025,
Volume and Issue:
15(4), P. 430 - 430
Published: March 28, 2025
Active
learning
and
associated
techniques
such
as
flipped
classes
have
been
demonstrated
to
positive
impacts
on
student
performance.
faces
several
challenges
when
learners
apply
weak
styles.
Weak
might
happen
a
is
not
motivated
carry
out
any
pre-class
content
activity,
actively
participate
in
the
class
or
reflect
reinforce
learned
during
after
class.
This
study
explores
how
gamified
classroom
affects
active
performance
outcomes.
The
case
related
technical
course
Maintenance
Engineering
Field,
which
well
known
for
high
rate
of
misunderstanding
low
It
found
that
sequential
game-boosting
activities
managed
level
up
students’
outcomes
by
explaining
almost
all
concepts
with
levels
misconceptions.
Simulation & Gaming,
Journal Year:
2025,
Volume and Issue:
unknown
Published: April 29, 2025
Background
COVID-19
pandemic
has
highlighted
urgent
need
for
effective
training
in
and
outbreak
management
among
healthcare
professionals.
Traditional
teaching
methods
often
lack
the
engagement
required
to
prepare
learners
real-world
challenges.
This
systematic
review
evaluates
effectiveness
of
gamification-based
enhancing
knowledge,
skills,
preparedness
education
professionals
students.
Methods
Systematic
search
was
conducted
across
PubMed,
Scopus,
Cochrane,
Google
Scholar,
ScienceDirect
databases,
identifying
studies
that
employed
learning
training.
Studies
were
screened
selected
based
on
predefined
eligibility
criteria,
focusing
interventions
targeting
or
12
included,
narrative
synthesis
due
heterogeneity
study
designs,
participant
groups,
outcome
measures.
Results
Review
found
methods,
such
as
serious
games,
e-learning
modules,
simulations,
improved
knowledge
retention,
practical
learner
compared
traditional
approaches.
Participants
reported
high
satisfaction
perceived
usefulness
gamified
interventions,
with
several
demonstrating
significant
improvements
long-term
retention
willingness
change
behaviours
related
infection
control.
However,
variability
intervention
design
measures
posed
challenges
drawing
generalized
conclusions.
Conclusion
Gamification-based
show
promise
While
these
improve
outcomes,
further
research
is
needed
explore
impacts,
cost-effectiveness,
applicability
diverse
educational
settings.
In
addition,
methodological
limitations
included
underscore
more
rigorous,
high-quality
validate
findings.