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Autores
Orientador(es)
Resumo(s)
The study wants to see the impact of gamification on emotional presence of a community of inquiry, of teachers and students. A social platform based on elgg will be developed, with gamification elements like virtual currency and gifts. The platform will have tools to support the co-creation of content with the “affinity space” perspective in mind.
We will use a mixed-methods approach, gathering data from the analytics of the platform, such posts, messages and logs and from a survey. This last will be based on an already validated instrument for emotional presence, which we will adapt for our context. We hope to use the results for elaborating a set of guidelines to use in future, using gamification for empowering users and enhance emotional presence, avoiding extrinsic rewards.
Descrição
Palavras-chave
Gamification Social platforms Gifts
Contexto Educativo
Citação
Saraiva, F. (2020).Gamification with gifts and emotional presence Carvalho, A.A et al. (Orgs).Atas do 5º Encontro sobre Jogos e Mobile Learning, 685-689, Coimbra: Ed.Univ. Coimbra
Editora
Centro de Estudos Interdisciplinares do Século 20 (CEIS20) Universidade de Coimbra - Coimbra
