Gamification in Education Through Design Thinking

  • Graziela Sombrio
  • Leonardo Enrico Schimmelpfeng
  • Vânia Ribas Ulbricht
  • Vilma VillaroucoEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9747)


When thinking of inclusive education, it is necessary to consider that schools and teachers must utilize appropriate didactical materials that suit the students’ needs. For some subjects, such as Geometry, the vision is the most utilized sense. However, as much as it is an important sense that helps to understand the concepts better, it can become an obstacle when the student has a visual disability. The same thing occurs with hearing disability when utilizing learning objects that contain multimedia resources. The main purpose of this work is to discuss the creation of a gamified object of accessible learning that presents the principles of design thinking. In order to achieve this goal, a literature review has been made, mainly focused on accessibility, gamification and design thinking, considering the accessibility guidelines for LOs presented by Macedo. As a result, besides the initially proposed objectives, it was also possible to relate the concepts approached by the Theory of Flow.


Gamification Accessibility Learning objects Design thinking Theory of flow 


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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Graziela Sombrio
    • 1
  • Leonardo Enrico Schimmelpfeng
    • 1
  • Vânia Ribas Ulbricht
    • 1
  • Vilma Villarouco
    • 2
    Email author
  1. 1.Engineering and Knowledge ManagementFederal University of Santa CatarinaFlorianópolisBrazil
  2. 2.Department of Graphic ExpressionFederal University of PernambucoRecifeBrazil

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