Paula Toledo Palomino, Luiz Rodrigues, Armando Toda, Seiji Isotani
Chapter published at Grand Research Challenges in Games and Entertainment Computing in Brazil – GranDGamesBR 2020–2030
One of the main challenges we face in the educational domain nowadays is the lack of student engagement in traditional teaching methods. One way to address this challenge is through gamification strategies, especially in educational systems. In this chapter, we address some difficulties and possible solutions, discussing high-impact studies in the area, whose methods together comprise frameworks and guidelines that assist in developing, implementing, and evaluating gamified strategies both from the developers’ point of view, the teachers’ and the students themselves.
Palomino, P., Rodrigues, L., Toda, A., & Isotani, S. (2023, March). Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges. In Grand Research Challenges in Games and Entertainment Computing in Brazil-GranDGamesBR 2020–2030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers (pp. 113-133). Cham: Springer Nature Switzerland.
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