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Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges

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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 (GranDGamesBR 2020, GranDGamesBR 2021)

Abstract

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.

The authors are thankful for the financial support from CNPq (141859/2019-9; 163932/2020-4; 308458/2020-6), and CAPES (Finance Code - 001).

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Notes

  1. 1.

    https://storium.com/.

  2. 2.

    https://www.classcraft.com/.

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A previous version of this chapter was published as a short paper at the Brazilian Symposium on Games and Digital Entertainment (SBGames) [45].

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Palomino, P., Rodrigues, L., Toda, A., Isotani, S. (2023). Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges. In: Santos, R.P.d., Hounsell, M.d.S. (eds) Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030. GranDGamesBR GranDGamesBR 2020 2021. Communications in Computer and Information Science, vol 1702. Springer, Cham. https://doi.org/10.1007/978-3-031-27639-2_6

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