Games and gamification: an alternative for distance education models
DOI:
https://doi.org/10.5944/ried.19.2.15731Keywords:
Digital education, Distance education, Higher education, Basic education, games and gamification, hybridity, multimodality and pervasivenessAbstract
This article presents research about how the games and gamification can contribute to the creation of new drawings in distance education. The goal was to understand the contribution of games and gamification, thought from "Games for Change" movement in view of Hybrids, Multimodal and Pervasive Coexistence Spaces configuration for learning, an approach between initial training and basic education. The research is exploratory and qualitative, inspired by the cartographic method of intervention research. It uses participant observation, the logbook and text records, audio, photo and digital video. The data are interpreted from the theoretical framework. In conclusion, the results show that the games and gamification enabled the development of teaching and learning situations that are configured as Hybrid, Multimodal and Pervasive Coexistence Space, a process of co-creation, from the critical reading of the everyday basic education, which sought to identify problems and how games and gamification could contribute to changes in the school. There was a greater engagement of the subjects of learning and reframing of lived experience in the initial training for primary education, from the critical reading of the school routine. The discussion arises about the need for reconfiguration of the teaching and curriculum practices, and how to organize them in time and space, starting from everyday problems, enabling the construction of learning pathways to contribute to an emancipatory education and citizen.Downloads
References
AZUMA, R. T. A survey of augmented reality. Presence: Teleoperators and Virtual Environments, v. 6, n. 4, p. 355-385, 1997.
CAUDELL, T. P.; MIZELL, D. W. Augmented reality: an application of heads-up display technology to manual manufacturing processes. In: Proceedings of the Twenty-Fifth Hawaii International Conference on Systems Science, Kauai, Hawaii, HI, USA, 7th-10th Jan. 1992. v. 2, p. 659-669.
CHOU, Yu-kai. Octalysis: Complete Gamification Framework. 2015. Disponível em: . Acesso em: 1 abr. 2015.
DOMÍNGUEZ, A.; SAENZ-DE-NAVARRETE, J.; DE-MARCOS, L.; FERNÁNDEZ-SANZ, L.; PAGÉS, C.; MARTÍNEZ-HERRRÁIZ, J. Gamifying learning experiences: practical implications and outcomes. Computers & Education, v. 63, p. 380-392, 2013.
FARDO, M. L. A gamificação aplicada em ambientes de aprendizagem: Novas Tecnologias na Educação. Cinted/UFRGS, v. 11, n. 1, jul. 2013.
HOWE, N. & STRAUSS, W. Millennials rising: The next greatest generation. New York: Vintage Books. 2000.
JUNGES, F., KLEIN, A., BARBOSA, J. Computação Ubíqua: oportunidades de pesquisa para a área de negócios. In: Klein, A. e Freitas, H. (2014). Mobilidade Empresarial: Oportunidades e Desafios do Uso de Tecnologias Móveis para Negócios no Contexto Brasileiro. São Paulo: Atlas.
KAPP, K. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.
KASTRUP, V. O funcionamento da atenção no trabalho do cartógrafo. Psicol. Soc. [online]. 2007, vol.19, n.1, pp. 15-22. Disponível em: <http://www.scielo.br/scielo.php?script=sci_pdf&pid=S0102-71822007000100003 &lng=pt&nrm=iso&tlng=pt>. Acessado em: 1 jun. 15.
LATOUR, B. Reagregando o social: uma introdução à teoria do ator-rede. São Paulo: EDUSC, 2012.
______. Jamais fomos modernos. São Paulo: Editora 34, 1994.
LEMOS, A. A comunicação das coisas: teoria ator-rede e cibercultura. São Paulo: Annablume, 2013.
MAFFESOLI, M. O tempo retorno: Formas Elementares da Pós-Modernidade. Rio de Janeiro: Editora Forense Universitária, 2012.
MATURANA, H. R., & VARELA, F. J. (2002). A árvore do conhecimento: as bases biológicas da compreensão humana. São Paulo: Palas Athena.
MATURANA, H., & YÃNÈZ, X.O Habitar Humano. São Paulo,Palas Athenas, 2009.
MCGONIGAL, J. Reality is broken: why games make us better and how they can change the world. New York, USA: Penguin Press, 2011.
OBLINGER, D. Boomers, Gen-Xers, Millennials. Understanding the new students. In Educase, July-August, 2003, 37-47. Disponível em http://net.educause.edu/ir/library/pdf/ERM0342.pdf
PASSOS, E.; KASTRUP, V.; ESCÓSSIA, L. Pistas do método da cartografia: pesquisa-intervenção e produção de subjetividades. Porto Alegre: Sulina, 2009.
PRENSKY, M. Digital Natives Digital Immigrants. In: PRENSKY, M. On the Horizon. NCB University Press, Vol. 9 No. 5, October 2001. Disponível em http://www.marcprensky.com/writing/.
SACCOL, A. Z.; SCHLEMMER, E; BARBOSA, J. L. V. M-learning e u-learning: novas perspectivas da aprendizagem móvel e ubíqua. 1. ed. São Paulo: Pearson Education, 2011. v. 1. 192p.
SCHLEMMER, E. (2014). Gamificação em espaços de convivência híbridos e multimodais: design e cognição em discussão. Revista Faeeba – Educação e Contemporaneidade, Salvador, v. 23, n. 42, p. 73-89, jul./dez. 2014.
______. Hibridismo, multimodalidade e nomadismo: codeterminação e coexistência para uma educação em contexto de ubiquidade. In: MILL, Danie Ribeiro Silva; PIMENTEL, Nara Maria. (Org.). Qualidade na educação: convergências de sujeitos, conhecimentos, práticas e tecnologias. 1. ed. São Carlos: EDUFCar, 2015. (no prelo)
______.; TREIN, D. Projetos de aprendizagem baseados em problema no contexto da web 2.0: possibilidades para a prática pedagógica. Revista e-Curriculum, PUCSP, São Paulo, v. 4, n. 2, jun. 2009.
______., CHAGAS, W. S., SCHUSTER, B. E. Games e Gamificação na Modalidade EaD: da prática pedagógica na formação inicial em pedagogia à prática pedagógica no ensino fundamental. In IV Seminário Web Currículo e XII Encontro de Pesquisadores em Currículo: Contextos, Aprendizagem e Conhecimento. Pontifícia Universidade Católica de São Paulo (PUCSP). São Paulo. Anais de evento. 2015.
______. & BACKES, L. Learning in Metaverses: Co-Existing in Real Virtuality. 1. ed. Hershey, PA: IGI Global, 2015. v. 1. 356p.
TAPSCOTT, D. Growing up digital: The rise of the Net Generation. New York: McGraw-Hill.1998.
VEEN, W.; VRAKKING, B. Homo zappiens: educando na era digital. Porto Alegre: Artmed, 2009.
ZICHERMANN, G.; LINDER, J. Game-based marketing. 2010. Disponível em: <http://pt.slideshare.net/nich_marketing/game-based-marketing>. Acesso em: 3 jun. 2015.
ZICHERMANN, G.; CUNNINGHAM, C. Gamification by design: implementing game mechanics in web and mobile apps. Canada: O’ReillyMedia, 2011./
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2016 RIED. Revista Iberoamericana de Educación a Distancia

This work is licensed under a Creative Commons Attribution 4.0 International License.
The articles that are published in this journal are subject to the following terms:
1. The authors grant the exploitation rights of the work accepted for publication to RIED, guarantee to the journal the right to be the first publication of research understaken and permit the journal to distribute the work published under the license indicated in point 2.
2. The articles are published in the electronic edition of the journal under a Creative Commons Attribution 4.0 International (CC BY 4.0) license. You can copy and redistribute the material in any medium or format, adapt, remix, transform, and build upon the material for any purpose, even commercially. You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
3. Conditions for self-archiving. Authors are encouraged to disseminate electronically the OnlineFirst version (assessed version and accepted for publication) of its articles before publication, always with reference to its publication by RIED, favoring its circulation and dissemination earlier and with this a possible increase in its citation and reach among the academic community.