DIGITAL LIBRARY
METHODS AND TECHNIQUES FOR GAMIFICATION EDUCATIONAL SOFTWARE: A SYSTEMATIC REVIEW
Universidade do Estado do Amazonas (BRAZIL)
About this paper:
Appears in: ICERI2016 Proceedings
Publication year: 2016
Pages: 4710-4715
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.2117
Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain
Abstract:
The motivation of the students in the classroom has been a disturbing and recurring process. In point against the disinterest of the classroom is increasing students' interest in the games, smartphones and tablets. The gamification of learning objects has been an innovative alternative in this regard. However the gamification of content and its implementation in an educational software is not a simple process and needs to be studied.
In this sense this work aims to collect data in a systematic way to support the use of methods and techniques of gamification content for learning objects, specifically the type of educational software. The result of this research can substantiate the development of a software development method specifies to gamified educational software that can be used by other researchers, from which is presented in this study, or an innovative way.
Within the context presented, with the constant increase in computer immersion in all areas of knowledge, education has also used computing resources such as software that help in the teaching-learning process. Teachers at all levels of education are using educational software to increase the level of acquisition of knowledge in education. Within this context, gamification has been presented as an emerging phenomenon for use in educational software in order to engage, motivate and improve the performance of students in the learning context.
Educational software are not restricted to specific levels of education, or distance education or in person, most involve all educational processes in this way, the production of an educational software should take into account not only software engineering concepts, but pedagogical theories inherent in the educational context. The implementation of gamification mechanisms in educational software is not trivial and requires the observation of the educational context in addition to the architectural aspects of the software.
To investigate the development of educational software and the implementation of gamification mechanisms, making the gamified educational software (GES), this paper conducts a systematic review. This type of research is defined as a kind of bilbiographic study that applies when you have a broader scope and want to meet, through raised research questions, as much as possible available information on a given area of knowledge or specific topic.
Through a brief study on gamification educational software and its development, studies were analyzed in the educational software area (ES), specifically the development of GES. It was found that little has become solid and consolidated in relation to its development. Given the importance, necessity and the apparent lack of systematic studies on this subject, the research problem was formulated and explained through the research questions. From the questions asked, we developed the protocol that was used as a guide throughout systematic review for the collection of evidence.
Keywords:
Systematic Review, Gamification, Educational Software.