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.
Sustainability,
Journal Year:
2024,
Volume and Issue:
16(9), P. 3630 - 3630
Published: April 26, 2024
(1)
This
document
explores
the
impact
of
an
interactive
learning
platform
on
students’
academic
performance
through
a
teaching
innovation
project.
(2)
The
study
involved
127
students
in
financial
economics
and
accounting
courses
at
Spanish
university.
Preliminary
post-learning
phase
surveys,
along
with
instructor
evaluations,
were
conducted
to
assess
expectations,
satisfaction,
using
Kahoot
platform.
data
underwent
analysis
PLS-SEM
multivariate
techniques.
(3)
Remarkably,
42.5%
achieved
high
performance,
surpassing
their
average
scores.
Notably,
those
who
enjoyed
had
higher
expectations
showed
significantly
performances
(48.3%
vs.
26.4%
64.1%
18.3%,
respectively).
These
results
highlight
positive
perceived
usefulness
satisfaction
performance.
also
emphasizes
moderating
role
enjoyment
enhancing
outcomes
Kahoot.
(4)
concludes
insights
into
motivation
use
its
effectiveness
improving
outcomes,
providing
valuable
implications
for
platforms
education.
International Journal of Urban Sciences,
Journal Year:
2024,
Volume and Issue:
unknown, P. 1 - 22
Published: July 26, 2024
The
implementation
of
participatory
planning
has
encountered
numerous
challenges,
including
the
exclusion
certain
groups
such
as
children,
whose
aspirations
and
participation
are
often
overlooked.
Earlier
studies
highlight
how
digitization
opened
up
new
opportunities
for
community
in
city
planning.
Gamification
is
a
technique
that
become
increasingly
popular
recent
years
optimizing
effectiveness
impact
This
study
explores
potential
utilizing
Roblox
gamification
tool
inclusive
urban
using
it
to
examine
their
ideal
concepts.
Through
workshops
semi-structured
interviews
with
10
primary
school
students
Jakarta
Metropolitan
Area,
we
found
effectively
facilitates
visualization
built
environment.
Despite
technical
emerges
promising
children
identifies
two
prevalent
themes
children's
cities:
pollution-free
environments
convenient
access
public
amenities.
research
contributes
by
introducing
unique
approach
through
involving
discussions
filling
gap
on
predominantly
stems
from
Western
countries.
Unlike
previous
mainly
utilized
games
educate
our
emphasis
understanding
perceptions
also
adds
existing
literature.
Frontiers in Education,
Journal Year:
2024,
Volume and Issue:
9
Published: Aug. 14, 2024
Introduction
In
the
landscape
of
English
language
education,
integration
gamification
has
marked
a
transformative
trend.
This
systematic
review,
utilizing
rapid
evidence
assessment
methodology,
critically
examines
thirty
empirical
studies
from
Web
Science,
spanning
years
2010
to
2022.
It
aims
synthesize
current
body
research
on
incorporation
into
EFL/ESL
pedagogy.
Methods
The
Preferred
Reporting
Items
for
Systematic
Reviews
and
Meta-Analyses
(PRISMA)
was
followed
when
conducting
this
study
provide
comparative
methodology
results
reviews
use
various
digital
gaming
platforms
in
China,
Malaysia,
United
Arab
Emirates,
Korea,
Netherlands,
Saudi
Arabia,
Iran,
Spain,
Turkey,
Ecuador.
synthesis
under
review
identifies
spectrum
components
incorporated
within
educational
frameworks.
Results
Our
analysis
reveals
an
ascending
trajectory
prevalence
academic
sphere
corroborates
its
efficacy
as
catalyst
acquisition.
Discussion
collected
underscores
gamification’s
role
enhancing
proficiency,
influencing
learners’
attitudes
emotional
engagement
positively,
fostering
immersive
learning
milieu.
Furthermore,
delineates
strategic
insights
key
instrumental
orchestrating
gamified
experiences.
implications
findings
extend
pedagogical
practices,
providing
guide
educators
design
implementation
environments.
JMIR Formative Research,
Journal Year:
2024,
Volume and Issue:
8, P. e59158 - e59158
Published: Nov. 8, 2024
Background
Engaging
young
adults
in
the
labor
market
is
vital
for
economic
growth
and
well-being.
However,
path
to
employment
often
presents
setbacks
that
impact
motivation
psychological
functioning.
Research
suggests
exploring
positive
psychology
interventions
job-seeking
scaling
delivery
of
these
using
technology.
dropout
rates
are
high
self-administered
on
digital
platforms.
This
challenge
needs
be
addressed
such
platforms
effective
conveyors
interventions.
study
addresses
this
by
user-oriented
methods
proposes
persuasive
features
design
development
a
new
web-based
intervention
targeting
unemployed
adults.
Objective
aims
provide
an
overview
wise
intervention,
including
its
theoretical
underpinnings
human-centered
methodology,
young,
Methods
Researchers
collaborated
with
designers,
developers,
stakeholders
leverages
evidence-based
Key
improvements
adaptations
were
explored
through
formative
usability
testing
13
aged
between
18
25
years
(the
target
population).
Qualitative
data
collected,
analyzed,
integrated
into
ongoing
process
as
iterative
improvements.
Results
The
result
modular
web
application
named
RØST,
designed
align
user
preferences
specific
end-user
group
During
project,
evolved
from
early
concept
sketches
prototypes
developed
solution
ready
further
use.
Insights
both
feedback
rich
observation
gained
used
refine
content
design.
To
increase
targeted
end
users’
motivation,
praise,
rewards,
reminders
added.
was
primarily
mobile
phones
text
messaging
reminders.
included
technical
protection
considerations.
Conclusions
offers
valuable
insights
developing
or
behavioral
support
documenting
adaptation
combination
diverse
empirical
foundations.
Involving
users
enabled
relatable
resolved
potential
problems.
An
essential
implication
finding
crucial
shaping
we
experienced
tensions
approaches.
These
not
highlighted
need
monetary
which
incorporated
final
app
Advances in educational technologies and instructional design book series,
Journal Year:
2024,
Volume and Issue:
unknown, P. 138 - 167
Published: April 5, 2024
This
chapter
delves
into
the
harmony
between
gamification
and
flipped
learning
building
a
dynamic
approach
called
“gamified
learning.”
The
addresses
ways
to
include
gamified
elements
in
classrooms
with
ultimate
goal
sustain
learning,
outlining
contributions
lifelong
learning.
Educators
can
support
skills
by
implementing
efficient
use
of
describes
how
increases
student
engagement,
motivates
them,
improves
quality
instruction.
provides
thorough
examination
interaction
it
completely
incorporates
technological
innovations
education,
laying
basis
for
effective
Ultimately,
this
innovative
not
only
transforms
traditional
paradigms
but
also
offers
viable
structure
teachers
adapt
changing
faces
education
engaging
as
well
allowing
flexibility
adaptability.
Open Education Studies,
Journal Year:
2024,
Volume and Issue:
6(1)
Published: Jan. 1, 2024
Abstract
Problem-solving
competency
is
important
not
only
in
many
careers
but
also
everyday
life.
Successful
problem
solvers
regulate
their
cognitive
processes
and
emotions.
Our
research
aimed
to
study
the
impact
of
gamified
sheets
designed
Seppo
on
self-regulated
learning
skills.
The
intervention
was
carried
out
with
second-year
students
specialization
Primary
Preschool
Pedagogy.
tool
a
problem-solving
scale
that
used
as
pre-
posttest.
In
experimental
group,
gamification
lasted
for
6
weeks.
game
had
3
levels
players
could
choose
exercises
from
any
level
they
wished.
results
show
task
sheet
helped
stay
motivated
made
more
enjoyable,
decreased
some
processes,
such
checking
correctness
solution
or
searching
solutions.
This
decrease
be
explained
by
psychological
theories,
elements,
rules
intervention.
On
basis
conclusions,
role
aspects
developing
different
can
identified,
importance
careful
design
highlighted.
International Journal of Research Publications,
Journal Year:
2024,
Volume and Issue:
152(1)
Published: June 16, 2024
This
study
wants
to
identify
the
level
of
implementation
gamified
instruction
on
students
self-efficacy
and
its
performance
in
Mathematics.
Specifically,
it
seeks
determine
using
instruction,
performance.
In
addition,
would
like
test
significant
differences
before
after
instruction.
Furthermore,
also
aims
relationship
between
mathematics.
The
researcher
utilizes
a
self-made
questionnaire
as
an
instrument
gathering
information.
includes
40
struggling
mathematics
from
Grade
7
at
San
Antonio
Integrated
National
High
School
school
year
2023-2024.
These
are
selected
by
obtain
broader
range
responses
regarding
Based
results
data,
findings
drawn
this
study.
had
very
high
experience
self-
efficacy
upon
their
practices.
Also,
obtained
developing
comprehension
problem-solving
but
beginning
critical
thinking
for
evaluation
while
were
classified
problem
solving
approaching
proficiency
after.
Students
usage
showed
written
integration
they
able
relationships
given
creating
solutions
exposure
curriculum
delivery
with
use
games
applications.
Moreover,
subject
does
not
predict
improved
all
equal
access
information
communication
technology
resources
which
necessary
strategy
subject.
line
study,
was
observed
be
predictor
thus
signified
acceptance
null
hypothesis.
conclusions
made,
following
recommendations
forwarded.
may
devise
different
practices
address
skills,
conduct
learning
action
cell
utilized
consider
flexibility
materials
availability
implementing
teacher
enhance
culture
utilize
provide
practice
drills
supplemental
activities
attain
mastery.
Journal of interdisciplinary perspectives,
Journal Year:
2024,
Volume and Issue:
2
Published: Jan. 1, 2024
This
study
analyzed
the
quality
of
teaching
using
Student
Evaluation
Teaching
(SET)
and
Valence
Aware
Dictionary
Sentiment
Reasoner
(VADER)
to
assess
textual
comments,
providing
a
comprehensive
view
effectiveness
beyond
numerical
ratings.
The
objectives
were
identify
faculty
strengths
areas
for
improvement
based
on
student
feedback,
analyze
sentiment
toward
methods,
determine
optimal
number
clusters
within
dataset.
analysis
included
28,222
comments
from
three
semesters,
preprocessed
through
tokenization,
stopword
removal,
part-of-speech
tagging,
lemmatization.
A
word
cloud
visualized
common
terms,
while
K-means
clustering
Elbow
method
identified
five
as
clusters.
Results
indicate
that
most
are
positive,
emphasizing
effective
methods'
role
in
creating
positive
educational
experience.
findings
suggest
integrating
machine
learning
with
VADER
expanding
dataset
broader
insights.
Institutions
should
develop
strategies,
prioritizing
regular
feedback
collection
analysis.