Gamificación en educación: una revisión del estado actual de la disciplina [Gamification in education: a review of the current state of the discipline]
Palavras-chave:
Gamificación, ludificación, innovación educativa, elementos gamificables,Resumo
La gamificación, entendida como el uso de elementos de juegos en contextos no lúdicos, ha demostrado ser una herramienta efectiva para generar motivación y rendimiento entre los estudiantes, llegando a ser catalogada como la técnica de instrucción del futuro, en primer término, debido a que la mayoría de los estudiantes hoy día son los llamados nativos digitales, quienes crecieron rodeados de computadores y videojuegos. Enfocado en el área educativa, se presenta un análisis de los componentes principales de la disciplina, comenzando por las teorías psicológicas acerca de la motivación; dada la estrecha relación entre el diseño de juegos y la gamificación se exponen los principales marcos de diseño que pueden emplearse a la hora de crear una estrategia gamificada, haciendo énfasis en las taxonomías de jugadores existentes, así como en las de elementos de juegos más empleadas en la construcción de los sistemas gamificados.Downloads
Referências
Antin, J., & Churchill, E. F. (2011). Badges in social media: A social psychological perspective. CHI EA.
Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
Buckley, J., DeWille, T., Exton, C., Exton, G., y Murray, L. (2018, Jun). A gamification–motivation design framework for educational software developers. Journal of Educational Technology Systems, 47(1), 101–127. doi: 10.1177/0047239518783153
Bunchball. (2010). Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. White Paper.
Chou, Y, K. (2013). Gamification Design: 4 Phases of a Player’s Journey. (http://goo.gl/wjcw77) (2015-05-14).
Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York, NY: Harper Perennial. Paperback.
Denis, G., y Jouvelot, P. (2005). Motivation-driven educational game design: Applying best practices to music education. En Proceedings of the 2005 ACM Sigchi international conference on advances in computer entertainment technology (pp. 462–465). New York, NY, USA: Association for Computing Machinery. doi: 10.1145/1178477.1178581
Deterding, S., Dixon, D., Khaled, R., y Nacke, L. (2011). From game design elements to gamefulness. Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments. doi: 10.1145/2181037.2181040
Donovan, J. J., & Williams, K. J. (2003). Missing the mark: Effects of time and causal attributions on goal revision in response to goal-performance discrepancies. Journal of Applied Psychology, 88(3), 379–390. doi:10.1037/0021-9010.88.3.379.
Evans, M., Jennings, E., & Andreen, M. (2011). Assessment through achievement systems: A framework for educational game design. International Journal of Game-Based Learning, 1, 16–29.
Hsu, S. H., Chang, J.-W., & Lee, C.-C. (2013). Designing attractive gamification features for collaborative storytelling websites. Cyberpsychology, Behavior and Social Networking, 16, 428–435.
Hunicke, R., Leblanc, M., y Zubek, R. (2004). Mda: A formal approach to game design and game research. En In proceedings of the challenges in games ai workshop, nineteenth national conference of artificial intelligence (pp. 1–5).
Jain, A., y Dutta, D. (2018, Sep). Millennials and gamification: Guerilla tactics for making learning fun. South Asian Journal of Human Resources Management, 6(1), 29–44. doi: 10.1177/2322093718796303.
Jo- Kim, A. (8 de abril de 2014). The Player’s Journey. (http://goo.gl/JjDiw8) (2015-06-22).
Kapp, K. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. New Jersey, EEUU: John Wiley y Sons.
Kenny, G., Lyons, R., y Lynn, T. (2017). Don’t make the player, make the game: Exploring the potential of gamification in is education. AMCIS 2017 Proceedings. Kingsley, T. L., y Grabner-Hagen, M. M. (2018). Vocabulary by gamification. The Reading Teacher, 71(5), 545-555. doi: 10.1002/trtr.1645
Klug, G. C., & Schell, J. (2006). Why People Play Games: An Industry Perspective. Playing video games: Motives, responses, and consequences, 91-99.
Koivisto, J., y Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210. doi: https://doi.org/10.1016/j.ijinfomgt.2018.10.013.
Landers R.N., Bauer K.N., Callan R.C., Armstrong M.B. (2015). Psychological Theory and the Gamification of Learning. In: Reiners T., Wood L. (eds) Gamification in Education and Business. Springer, Cham. https://doi.org/10.1007/978-3-319-10208-5_9.
Landers, Richard & Landers, Amy. (2015). An Empirical Test of the Theory of Gamified Learning. Simulation & Gaming. 45. 10.1177/1046878114563662.
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification Science, Its History and Future: Definitions and a Research Agenda. Simulation & Gaming, 49(3), 315–337. https://doi.org/10.1177/1046878118774385.
Latham, G. P., & Seijts, G. H. (1999). The effects of proximal and distal goals on performance on a moderately complex task. Journal of Organizational Behavior, 20(4), 421–429. 10.1002/(SICI)1099-1379(199907)20:4.
Latham, G. P., & Brown, T. C. (2006). The effect of learning vs. outcome goals on self-efficacy, satisfaction and performance in an MBA program. Applied Psychology: An International Review, 55(4), 606–623. doi:10.1111/j.1464-0597.2006.00246.x.
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A.R., Evans, C., & Vitak, J. (2008). Teens, video games, and civics: Teens’ gaming experiences are diverse and include significant social interaction and civic engagement. Washington, DC: Pew Internet & American Life Project.
Locke, E. A. (1968). Toward a theory of task motivation and incentives. Organizational Behavior & Human Performance, 3(2), 157–189. doi:10.1016/0030-5073(68)90004-4.
Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American Psychologist, 57(9), 705–717. doi:10.1037/0003-066x.57.9.705.
Marczewski, A. (2015). Even ninja monkeys like to play: Gamification, game thinking and motivational design. CreateSpace Independent Publishing Platform.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, EEUU: Penguin Press. doi: http://dx.doi.org/10.5860/choice.49-0680.
Michael, D., & Chen, S. (2005). Serious games: Games that educate, train, and inform. Boston: Thomson Course Technology.
Pintrich, P. R. (1988). A process oriented view of student motivation and cognition. New Directions for Institutional Research, 57, 65–79. doi:10.1002/ir.37019885707.
Robinson, D., & Bellotti, V. (2013). A preliminary taxonomy of gamification elements for varying anticipated commitment. In Proceedings of the ACM CHI 2013. Workshop on Designing Gamification: Creating Gameful and Playful Experiences.
Ryan, R., y Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. The American psychologist, 55, 68-78. doi: 10.1037/0003-066X.55.1.68.
Schell, J. (2014). The Art of Game Design: A book of lenses. Florida, EEUU: CRC Press.
Sliwinska, K. (2019). Exploring the gamification paradox: Why does improved engagement not lead to improved performance? Master’s Theses. doi: 10.31979/etd.t7vy-994j
Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing gamification taxonomy. Smart Learning Environments, 6(1). doi: 10.1186/s40561-019-0106-1.
Vroom, V. H. (1964). Work and motivation. New York: Wiley.
Werbach, K., y Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Werbach, K., y Hunter, D. (2020). For the win: the power of gamificaction and game thinking in Business, Government, and Social impact. Revised and updated edition. Wharton School Press.
Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Massachusetts, EEUU: O'Reilly Media, Inc.
Zichermann, G., & Linder, J. (2013). The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition. Nueva York, EEUU: McGraw-Hill Professional.
Downloads
Como Citar
Edição
Secção
Licença
Esta revista oferece acesso livre e imediato ao seu conteúdo, sob o princípio de tornar a investigação livremente disponível ao público, o que promove um maior intercâmbio de conhecimento global.
Os autores que publicam na Areté, Revista Digital del Doctorado en Educación, aceitam as seguintes condições:
- Os autores mantêm os direitos de autor e concedem à revista o direito de ser a primeira publicação do trabalho, bem como de o licenciar ao abrigo de uma Licença de Atribuição Creative Commons que permite a outros partilhar o trabalho com um reconhecimento da autoria do trabalho e da publicação inicial nesta revista.
Os autores podem celebrar separadamente acordos adicionais para a distribuição não exclusiva da versão do trabalho publicada na revista (por exemplo, colocando-a num repositório institucional ou publicando-a num livro), com um reconhecimento da sua publicação inicial nesta revista e não utilizada para fins comerciais. - Os conteúdos e imagens incluídos nos artigos são da responsabilidade do(s) autor(es). Areté, Revista Digital del Doctorado en Educación, não é responsável pela informação incluída nos mesmos.
Os autores concordam com a licença de uso utilizada pela revista, com as condições de auto-arquivo e com a política de acesso aberto. - É permitido aos autores divulgar eletronicamente (por exemplo, em repositórios institucionais ou no seu próprio sítio Web) a versão publicada dos seus trabalhos, uma vez que tal favorece a sua circulação e divulgação mais precoce e, consequentemente, um possível aumento da sua citação e alcance entre a comunidade académica.
Em caso de reutilização de trabalhos publicados, deve ser mencionada a existência e as especificações da licença de utilização, bem como a autoria e a fonte original da publicação.