The experience of the application of a gamified virtual learning environment in higher education

Bibliographic Details
Main Author: Tenório, Marcos
Publication Date: 2018
Other Authors: Lopes, Rui Pedro, Góis, Lourival Aparecido de, Mesquita, Cristina, Santos Júnior, Guataçara
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10198/21544
Summary: Virtual Learning Environments (VLE) provide a way for students to access and interact with learning experiences and assume the responsibility for their own learning, overcoming passive attitudes of listening and memorizing content. In other words, VLEs should be developed to provide teaching and learning environments that allows students to assume an active role in the development of their own knowledge and to increase their involvement. This work describes an experience of the application of a gamified VLE for the development of non- presential teaching and learning activities in the course of Statistics in a Management degree. To assess its impact, a quanti-qualitative methodology was used. Data was collected by four instruments: an online questionnaire with closed questions for students, an online questionnaire with open questions for students, a structured interview with the teacher, and instrumentation of the VLE to collect users’ actions on the platform. Results suggest that both teacher and students consider that it is beneficial to use the VLE because of its ubiquity and flexibility. Both students and the teacher consider that using VLE is beneficial, although the adaptation to gamification elements and concepts is still a challenge. The involvement of the teacher and the articulation between the VLE and the pedagogical approach is of the utmost importance to foster the students’ involvement in the teaching-learning process.
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spelling The experience of the application of a gamified virtual learning environment in higher educationVirtual learning environmentsGamificationStatisticsE-LearningVirtual Learning Environments (VLE) provide a way for students to access and interact with learning experiences and assume the responsibility for their own learning, overcoming passive attitudes of listening and memorizing content. In other words, VLEs should be developed to provide teaching and learning environments that allows students to assume an active role in the development of their own knowledge and to increase their involvement. This work describes an experience of the application of a gamified VLE for the development of non- presential teaching and learning activities in the course of Statistics in a Management degree. To assess its impact, a quanti-qualitative methodology was used. Data was collected by four instruments: an online questionnaire with closed questions for students, an online questionnaire with open questions for students, a structured interview with the teacher, and instrumentation of the VLE to collect users’ actions on the platform. Results suggest that both teacher and students consider that it is beneficial to use the VLE because of its ubiquity and flexibility. Both students and the teacher consider that using VLE is beneficial, although the adaptation to gamification elements and concepts is still a challenge. The involvement of the teacher and the articulation between the VLE and the pedagogical approach is of the utmost importance to foster the students’ involvement in the teaching-learning process.Biblioteca Digital do IPBTenório, MarcosLopes, Rui PedroGóis, Lourival Aparecido deMesquita, CristinaSantos Júnior, Guataçara2020-04-06T10:30:07Z20182018-01-01T00:00:00Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10198/21544engTenório, Marcos; Lopes, Rui Pedro; Góis, Lourival; Mesquita, Cristina; Júnior, Guataçara Santos (2018). The experience of the application of a gamified virtual learning environment in higher education. In ICERI2018 Conference. Seville, Spain10.21125/iceri.2018.2009info:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-02-25T12:11:25Zoai:bibliotecadigital.ipb.pt:10198/21544Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T11:38:23.351055Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv The experience of the application of a gamified virtual learning environment in higher education
title The experience of the application of a gamified virtual learning environment in higher education
spellingShingle The experience of the application of a gamified virtual learning environment in higher education
Tenório, Marcos
Virtual learning environments
Gamification
Statistics
E-Learning
title_short The experience of the application of a gamified virtual learning environment in higher education
title_full The experience of the application of a gamified virtual learning environment in higher education
title_fullStr The experience of the application of a gamified virtual learning environment in higher education
title_full_unstemmed The experience of the application of a gamified virtual learning environment in higher education
title_sort The experience of the application of a gamified virtual learning environment in higher education
author Tenório, Marcos
author_facet Tenório, Marcos
Lopes, Rui Pedro
Góis, Lourival Aparecido de
Mesquita, Cristina
Santos Júnior, Guataçara
author_role author
author2 Lopes, Rui Pedro
Góis, Lourival Aparecido de
Mesquita, Cristina
Santos Júnior, Guataçara
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Biblioteca Digital do IPB
dc.contributor.author.fl_str_mv Tenório, Marcos
Lopes, Rui Pedro
Góis, Lourival Aparecido de
Mesquita, Cristina
Santos Júnior, Guataçara
dc.subject.por.fl_str_mv Virtual learning environments
Gamification
Statistics
E-Learning
topic Virtual learning environments
Gamification
Statistics
E-Learning
description Virtual Learning Environments (VLE) provide a way for students to access and interact with learning experiences and assume the responsibility for their own learning, overcoming passive attitudes of listening and memorizing content. In other words, VLEs should be developed to provide teaching and learning environments that allows students to assume an active role in the development of their own knowledge and to increase their involvement. This work describes an experience of the application of a gamified VLE for the development of non- presential teaching and learning activities in the course of Statistics in a Management degree. To assess its impact, a quanti-qualitative methodology was used. Data was collected by four instruments: an online questionnaire with closed questions for students, an online questionnaire with open questions for students, a structured interview with the teacher, and instrumentation of the VLE to collect users’ actions on the platform. Results suggest that both teacher and students consider that it is beneficial to use the VLE because of its ubiquity and flexibility. Both students and the teacher consider that using VLE is beneficial, although the adaptation to gamification elements and concepts is still a challenge. The involvement of the teacher and the articulation between the VLE and the pedagogical approach is of the utmost importance to foster the students’ involvement in the teaching-learning process.
publishDate 2018
dc.date.none.fl_str_mv 2018
2018-01-01T00:00:00Z
2020-04-06T10:30:07Z
dc.type.driver.fl_str_mv conference object
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url http://hdl.handle.net/10198/21544
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Tenório, Marcos; Lopes, Rui Pedro; Góis, Lourival; Mesquita, Cristina; Júnior, Guataçara Santos (2018). The experience of the application of a gamified virtual learning environment in higher education. In ICERI2018 Conference. Seville, Spain
10.21125/iceri.2018.2009
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