The impact of a gamified E-Learning environment in students attitude: a case study

Bibliographic Details
Main Author: Tenório, Marcos
Publication Date: 2021
Other Authors: Reinaldo, Francisco, Gonçalves, Vitor, Ishikawa, Eliana C., Gois, Lourival Aparecido, Santos Júnior, Guataçara
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10198/25126
Summary: E-learning conditions underpin the teaching and learning procedure and plan to involve students in their insight development process. Notwithstanding, including them during this procedure requires a high level of inspiration. Gamification is one of the methodologies that address this challenge and proposes that on-line situations are going to be a plus from it. On the other hand, Statistics is a field that can be supported by these learning methodologies. These days, with the use of massive data, the information holds a critical worth and to process this information into valuable data empowers the statistics field as a basic subject. This paper expects to feature a replacement point of view over the teaching and learning process offering a gamified e-learning condition to support the statistics field in the class. To research and portray the increases of this system, we refine a contextual investigation strategy to a Probability and Statistics lecture of an undergraduate Engineering course. With a descriptive study, we decide to comprehend the students’ attitudes once they face the proposed gamified e-learning condition. The results indicate that were some changes on students’ attitude when they use the gamified approach and suggest that we can be on the right track regarding the application of innovative learning formats, especially in the use of ICT.
id RCAP_a0dc3b63ec0e3f8fd33c0c8a521962df
oai_identifier_str oai:bibliotecadigital.ipb.pt:10198/25126
network_acronym_str RCAP
network_name_str Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
repository_id_str https://opendoar.ac.uk/repository/7160
spelling The impact of a gamified E-Learning environment in students attitude: a case studyGamificatione-LearningAttitude towards statisticsE-learning conditions underpin the teaching and learning procedure and plan to involve students in their insight development process. Notwithstanding, including them during this procedure requires a high level of inspiration. Gamification is one of the methodologies that address this challenge and proposes that on-line situations are going to be a plus from it. On the other hand, Statistics is a field that can be supported by these learning methodologies. These days, with the use of massive data, the information holds a critical worth and to process this information into valuable data empowers the statistics field as a basic subject. This paper expects to feature a replacement point of view over the teaching and learning process offering a gamified e-learning condition to support the statistics field in the class. To research and portray the increases of this system, we refine a contextual investigation strategy to a Probability and Statistics lecture of an undergraduate Engineering course. With a descriptive study, we decide to comprehend the students’ attitudes once they face the proposed gamified e-learning condition. The results indicate that were some changes on students’ attitude when they use the gamified approach and suggest that we can be on the right track regarding the application of innovative learning formats, especially in the use of ICT.SpringerLinkBiblioteca Digital do IPBTenório, MarcosReinaldo, FranciscoGonçalves, VitorIshikawa, Eliana C.Gois, Lourival AparecidoSantos Júnior, Guataçara2022-03-02T10:00:40Z20212021-01-01T00:00:00Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10198/25126engTenório, Marcos; Reinaldo, Francisco; Gonçalves, Vitor; Ishikawa, Eliana C.; Gois, Lourival; Santos Junior, Guataçara (2021) The impact of a gamified E-Learning environment in students attitude: a case study. In M.E. Auer; D. Centea (Eds.) Proceedings of the 9th International Conference on Interactive Collaborative and Blended Learning ICBL2020: Visions and Concepts for Education 4.0. Cham: Springer. p. 400-410. ISBN 978-3-030-67208-9978-3-030-67208-9978-3-030-67209-610.1007/978-3-030-67209-6_43info: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:RCAAP2025-02-25T12:13:51Zoai:bibliotecadigital.ipb.pt:10198/25126Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T11:41:01.870371Repositórios 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 impact of a gamified E-Learning environment in students attitude: a case study
title The impact of a gamified E-Learning environment in students attitude: a case study
spellingShingle The impact of a gamified E-Learning environment in students attitude: a case study
Tenório, Marcos
Gamification
e-Learning
Attitude towards statistics
title_short The impact of a gamified E-Learning environment in students attitude: a case study
title_full The impact of a gamified E-Learning environment in students attitude: a case study
title_fullStr The impact of a gamified E-Learning environment in students attitude: a case study
title_full_unstemmed The impact of a gamified E-Learning environment in students attitude: a case study
title_sort The impact of a gamified E-Learning environment in students attitude: a case study
author Tenório, Marcos
author_facet Tenório, Marcos
Reinaldo, Francisco
Gonçalves, Vitor
Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
author_role author
author2 Reinaldo, Francisco
Gonçalves, Vitor
Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
author2_role author
author
author
author
author
dc.contributor.none.fl_str_mv Biblioteca Digital do IPB
dc.contributor.author.fl_str_mv Tenório, Marcos
Reinaldo, Francisco
Gonçalves, Vitor
Ishikawa, Eliana C.
Gois, Lourival Aparecido
Santos Júnior, Guataçara
dc.subject.por.fl_str_mv Gamification
e-Learning
Attitude towards statistics
topic Gamification
e-Learning
Attitude towards statistics
description E-learning conditions underpin the teaching and learning procedure and plan to involve students in their insight development process. Notwithstanding, including them during this procedure requires a high level of inspiration. Gamification is one of the methodologies that address this challenge and proposes that on-line situations are going to be a plus from it. On the other hand, Statistics is a field that can be supported by these learning methodologies. These days, with the use of massive data, the information holds a critical worth and to process this information into valuable data empowers the statistics field as a basic subject. This paper expects to feature a replacement point of view over the teaching and learning process offering a gamified e-learning condition to support the statistics field in the class. To research and portray the increases of this system, we refine a contextual investigation strategy to a Probability and Statistics lecture of an undergraduate Engineering course. With a descriptive study, we decide to comprehend the students’ attitudes once they face the proposed gamified e-learning condition. The results indicate that were some changes on students’ attitude when they use the gamified approach and suggest that we can be on the right track regarding the application of innovative learning formats, especially in the use of ICT.
publishDate 2021
dc.date.none.fl_str_mv 2021
2021-01-01T00:00:00Z
2022-03-02T10:00:40Z
dc.type.driver.fl_str_mv conference object
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10198/25126
url http://hdl.handle.net/10198/25126
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Tenório, Marcos; Reinaldo, Francisco; Gonçalves, Vitor; Ishikawa, Eliana C.; Gois, Lourival; Santos Junior, Guataçara (2021) The impact of a gamified E-Learning environment in students attitude: a case study. In M.E. Auer; D. Centea (Eds.) Proceedings of the 9th International Conference on Interactive Collaborative and Blended Learning ICBL2020: Visions and Concepts for Education 4.0. Cham: Springer. p. 400-410. ISBN 978-3-030-67208-9
978-3-030-67208-9
978-3-030-67209-6
10.1007/978-3-030-67209-6_43
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv SpringerLink
publisher.none.fl_str_mv SpringerLink
dc.source.none.fl_str_mv reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
instacron:RCAAP
instname_str FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
instacron_str RCAAP
institution RCAAP
reponame_str Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
collection Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
repository.name.fl_str_mv Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
repository.mail.fl_str_mv info@rcaap.pt
_version_ 1833592147350126592