Gestão e Economia | Artigos em revistas internacionais / Papers in international journals
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Browsing Gestão e Economia | Artigos em revistas internacionais / Papers in international journals by Field of Science and Technology (FOS) "Ciências Sociais::Economia e Gestão"
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- Learn, earn, and game on: integrated reward mechanism between educational and recreational gamesPublication . Tarigan, Jos Timanta; Zendrato, Niskarto; Isaías, Pedro; kommers, PietRewards play a key role in gamifying education, especially when learners perceive them as valuable. However, in many educational games, rewards often lack a meaningful impact or long-term appeal, which limits their ability to motivate user performance effectively. This study introduces a novel integrated reward system designed to increase the perceived value of educational rewards by allowing them to be used in a separate recreational game. The system was implemented using two Android-based applications: EduGym, a microlearning quiz-based educational game, and EduShooter, a top-down action shooter recreational game. Coins earned in EduGym quizzes can be used to upgrade characters and unlock content in EduShooter, forming a cross-game incentive. A user study involving 48 participants demonstrated that those with access to the integrated system responded more positively to EduGym’s reward mechanism and rated their overall game experience favorably. The reward system also enhanced learners’ perception of their educational achievements by linking them to meaningful in-game benefits. These findings suggest that integrating educational and entertainment games through a cross-game currency system can significantly strengthen the motivational appeal and perceived value of rewards in these games.
- Student perspectives and usage of adaptive learning technology in the university physiology course, and the association with question designPublication . Abe, Haruna; Colthorpe, Kay; Isaías, PedroTo improve the online learning experience, adaptive learning technologies are being used to personalise learning content to suit individual learning needs, with learning analytics being integrated to collect data about the student usage behaviour on the platform. Research indicates that the adaptive learning platforms promote a supportive learning environment, but in order to examine the impact of specific aspects of the platform on student learning, more detailed research is needed regarding the students’ perspective of using the platform, and the learning analytics data related to the platform. The participants were students who were enrolled in the physiology courses at the University of Queensland, Brisbane, Australia. Students accessed the Smart Sparrow adaptive learning platform, or modules, typically during the practical (laboratory) class. The student feedback and learning analytics data were then collected and analysed with respect to Action Potentials and Vestibular Function modules in 2019. The results for the Vestibular Function module showed that students commonly mentioned visual features and questions and activities as helpful for learning. On the contrary, students commonly reported that learning was hindered by the need to answer questions to proceed to the next slide, and the module not being able to recognise correct responses for short answer questions. In addition, there was a noticeable decline in the percentage of students attempting questions as it approached the latter part of both modules. These study findings will support instructors when designing or reassessing their online learning platforms, and by suggesting ways to enhance the student learning experience.
- ThinkBox: when gamification meets artificial intelligence: rethinking learning experiencesPublication . Pardim, Vanessa Itacaramby; Viana, Adriana Backx Noronha; Isaías, Pedro; Contreras Pinochet, Luis Hernan; Schnaider Nissimoff, Paula Sarita Bigio; França Carvalho, João ViníciusThis article argues that combining gamification with artificial intelligence (AI) can substantially redesign learning experiences in both education and corporate training by making them more engaging (via game elements like points, badges, narratives, and progression) while also becoming more adaptive and personalized through data-driven adjustment of difficulty, feedback, and rewards to different learner profiles (including motivational “player types,” e.g., via the Hexad model). It stresses that AI’s role should be supportive rather than substitutive—helping educators and trainers with operational tasks and analytics so they can focus on human aspects like dialogue, mediation, motivation, and critical thinking—while warning that the same integration can create ethical and social risks, such as excessive monitoring, manipulation of intrinsic motivation, privacy issues, bias, and widening inequalities through digital exclusion. The piece concludes that the promise of AI+gamification depends on human-centred, transparent, inclusive design, and calls for future research that tests impacts across contexts (including low-connectivity settings) and develops ways to mitigate bias and harmful dependencies.
