A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS

Gamification tools

  • Paul Joseph Lawrance University of Aveiro
  • Antonio Moreira
  • Carlos Santos

Resumo

Foi realizada investigação empírica sobre a aplicação da Gamificação no Ensino Superior utilizando a dinâmica e a mecânica do jogo num contexto extra-jogo da disciplina de Matemática Empresarial para estudantes de licenciatura. Foi utilizado um estudo de caso como método de recolha de dados utilizando questionários, observação e entrevistas. Foi realizado um feedback online como parte da conclusão do semestre para a disciplina de Matemática Empresarial para testar a utilização de ferramentas de Gamificação (Kahoot!, Socrative, Quizlet, Quizizz e Showbie) na aprendizagem.  Verificou-se que as ferramentas de Gamificação melhoraram a motivação dos estudantes na aprendizagem e compreensão dos conceitos matemáticos, aumentaram o seu envolvimento em actividades de Gamificação, melhoraram o pensamento crítico e as capacidades de resolução de problemas. 

Referências

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Publicado
2021-07-21
Secção
Artigos