Gamification in the training of future culture and art professionals: experience of EU countries
DOI:
https://doi.org/10.17162/au.v12i3.1115Palavras-chave:
Gamificación, motivación, compromiso, productividad, movilidad.Resumo
En las últimas décadas, el número de estudios científicos sobre la gamificación educativa ha aumentado considerablemente. Por ello, el estudio ha establecido la naturaleza ambivalente de la gamificación como una influencia dual en las características del proceso educativo. Se ha utilizado métodos científicos generales (análisis, síntesis, inducción, deducción, etc.) para establecer la eficacia de la gamificación en el proceso educativo en el ámbito de la cultura y el arte. El objetivo del estudio es establecer las bases fundamentales del funcionamiento de las prácticas de juego en el marco del aprendizaje. El tema del estudio hoy sigue siendo relevante ya que se correlaciona con los problemas de digitalización de la esfera educativa en el contexto del desarrollo tecnológico y las condiciones de cuarentena. La conclusión proporciona una justificación para la posición de perspectiva de nuevas formas de conducir el proceso educativo en condiciones de emergencia o preferencias personales de sus participantes. La importancia práctica de este estudio radica en la posibilidad de analizar la experiencia de los países europeos sobre la implicación de la gamificación en el proceso educativo y la búsqueda de vías de mejora.Downloads
Referências
Aguiar-Castillo, L., Clavijo-Rodríguez, A., Hernández-López, L., De Saa-Pérez, P., & Pérez-Jiménez, R. (2021). Gamification and deep learning approaches in higher education. Journal of Hospitality, Leisure, Sport & Tourism Education, 29 (100290), 100290. https://doi.org/10.1016/j.jhlste.2020.100290
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30 (100322), 100322. https://doi.org/10.1016/j.edurev.2020.100322
Behl, A., Jayawardena, N., Pereira, V., Islam, N., Giudice, M. D., & Choudrie, J. (2022). Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176 (121445), 121445. https://doi.org/10.1016/j.techfore.2021.121445
Bieszk-Stolorz, B., Dmytrów, K., Eglinskiene, J., Marx, S., Miluniec, A., Muszyńska, K., Niedoszytko, G., Podlesińska, W., Rostoványi, A. V., Swacha, J., Vilsholm, R. L., & Vurzer, S. (2021). Impact of the availability of gamified e-guides on museum visit intention. Procedia Computer Science, 192, 4358–4366. https://doi.org/10.1016/j.procs.2021.09.212
Bitrián, P., Buil, I., &Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132, 170–185. https://doi.org/10.1016/j.jbusres.2021.04.028
DalponteAyastuy, M., Torres, D., & Fernández, A. (2021). Adaptive gamification in Collaborative systems, a systematic mapping study. Computer Science Review, 39 (100333), 100333. https://doi.org/10.1016/j.cosrev.2020.100333
de la Peña, D., Lizcano, D., & Martínez-Álvarez, I. (2021). Learning through play: Gamification model in university-level distance learning. Entertainment Computing, 39 (100430), 100430. https://doi.org/10.1016/j.entcom.2021.100430
Denden, M., Tlili, A., Essalmi, F., Jemni, M., Chen, N.-S., & Burgos, D. (2021). Effects of gender and personality differences on students’ perception of game design elements in educational gamification. International Journal of Human-Computer Studies, 154 (102674), 102674. https://doi.org/10.1016/j.ijhcs.2021.102674
Donnermann, M., Lein, M., Messingschlager, T., Riedmann, A., Schaper, P., Steinhaeusser, S., & Lugrin, B. (2021). Social robots and gamification for technology-supported learning: An empirical study on engagement and motivation. Computers in Human Behavior, 121 (106792), 106792. https://doi.org/10.1016/j.chb.2021.106792
Edwards, R. M., &I’Anson, J. (2022). An innovative method of data analysis: Using art as a lens through which to view pharmacy undergraduate students’ learning and assessment practices. Research in Social & Administrative Pharmacy: RSAP, 18 (1), 2213–2221. https://doi.org/10.1016/j.sapharm.2021.05.011
Feng, Y., Yi, Z., Yang, C., Chen, R., & Feng, Y. (2022). How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing. Technological Forecasting and Social Change, 177 (121520), 121520. https://doi.org/10.1016/j.techfore.2022.121520
Gerdenitsch, C., Sellitsch, D., Besser, M., Burger, S., Stegmann, C., Tscheligi, M., &Kriglstein, S. (2020). Work gamification: Effects on enjoyment, productivity and the role of leadership. Electronic Commerce Research and Applications, 43 (100994), 100994. https://doi.org/10.1016/j.elerap.2020.100994
Hammedi, W., Leclercq, T., Poncin, I., &Alkire (Née Nasr), L. (2021). Uncovering the dark side of gamification at work: Impacts on engagement and well-being. Journal of Business Research, 122, 256–269. https://doi.org/10.1016/j.jbusres.2020.08.032
Hosseini, C., Humlung, O., Fagerstrøm, A., &Haddara, M. (2022). An experimental study on the effects of gamification on task performance. Procedia Computer Science, 196, 999–1006. https://doi.org/10.1016/j.procs.2021.12.102
Hsu, C.-L., & Chen, M.-C. (2018). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132, 118–129. https://doi.org/10.1016/j.techfore.2018.01.023
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games, and game-based learning. Computers in Human Behavior, 125 (106963), 106963. https://doi.org/10.1016/j.chb.2021.106963
Legaki, N.-Z., Karpouzis, K., Assimakopoulos, V., & Hamari, J. (2021). Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course. Technological Forecasting and Social Change, 167 (120725), 120725. https://doi.org/10.1016/j.techfore.2021.120725
Metwally, A. H. S., Nacke, L. E., Chang, M., Wang, Y., & Yousef, A. M. F. (2021). Revealing the hotspots of educational gamification: An umbrella review. International Journal of Educational Research, 109 (101832), 101832. https://doi.org/10.1016/j.ijer.2021.101832
Molderez, I., & Ceulemans, K. (2018). The power of art to foster systems thinking, one of the key competencies of education for sustainable development. Journal of Cleaner Production, 186, 758–770. https://doi.org/10.1016/j.jclepro.2018.03.120
Mullins, J. K., & Sabherwal, R. (2018). Gamification: A cognitive-emotional view. Journal of Business Research, 106, 304–314. https://doi.org/10.1016/j.jbusres.2018.09.023
Nortvig, A.-M., Petersen, A. K., Helsinghof, H., & Brænder, B. (2020). Digital expansions of physical learning spaces in practice-based subjects - blended learning in Art and Craft & Design in teacher education. Computers & Education, 159 (104020), 104020. https://doi.org/10.1016/j.compedu.2020.104020
Parra-González, M. E., López-Belmonte, J., Segura-Robles, A., & Moreno-Guerrero, A.-J. (2021). Gamification and flipped learning and their influence on aspects related to the teaching-learning process. Heliyon, 7 (2), e06254. https://doi.org/10.1016/j.heliyon.2021.e06254
Putz, L.-M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior, 110 (106392), 106392. https://doi.org/10.1016/j.chb.2020.106392
Pyae, A. (2018). Understanding the role of culture and cultural attributes in digital game localization. Entertainment Computing, 26, 105–116. https://doi.org/10.1016/j.entcom.2018.02.004
Salemink, E., de Jong, S. R. C., Notebaert, L., MacLeod, C., & Van Bockstaele, B. (2022). Gamification of cognitive bias modification for interpretations in anxiety increases training engagement and enjoyment. Journal of Behavior Therapy and Experimental Psychiatry, 101727, 101727. https://doi.org/10.1016/j.jbtep.2022.101727
Treiblmaier, H., & Putz, L.-M. (2020). Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment. Learning and Motivation, 71 (101655), 101655. https://doi.org/10.1016/j.lmot.2020.101655
van Roy, R., & Zaman, B. (2018). Need-supporting gamification in education: An assessment of motivational effects over time. Computers & Education, 127, 283–297. https://doi.org/10.1016/j.compedu.2018.08.018
van Roy, R., & Zaman, B. (2019). Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. International Journal of Human-Computer Studies, 127, 38–50. https://doi.org/10.1016/j.ijhcs.2018.04.009
Xu, Jiahong, Du, H. S., Shen, K. N., & Zhang, D. (2022). How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances. International Journal of Information Management, 64 (102477), 102477. https://doi.org/10.1016/j.ijinfomgt.2022.102477
Xu, Joy, Lio, A., Dhaliwal, H., Andrei, S., Balakrishnan, S., Nagani, U., &Samadder, S. (2021). Psychological interventions of virtual gamification within academic intrinsic motivation: A systematic review. Journal of Affective Disorders, 293, 444–465. https://doi.org/10.1016/j.jad.2021.06.070
Downloads
Publicado
Como Citar
Edição
Seção
Licença
Copyright (c) 2022 Volodymyr Prusak, Chepalov Oleksandr, Zabora Volodymyr, Seitablaiev Akhtem, Goryansky Volodymyr
Este trabalho está licenciado sob uma licença Creative Commons Attribution 4.0 International License.
1. Política propuesta para revistas de acceso abierto
Los autores/as que publiquen en esta revista aceptan las siguientes condiciones:
- Los autores/as conservan los derechos de autor y ceden a la revista el derecho de la primera publicación, con el trabajo registrado con la licencia de atribución de Creative Commons, que permite a terceros utilizar lo publicado siempre que mencionen la autoría del trabajo y a la primera publicación en esta revista.
- Los autores/as pueden realizar otros acuerdos contractuales independientes y adicionales para la distribución no exclusiva de la versión del artículo publicado en esta revista (p. ej., incluirlo en un repositorio institucional o publicarlo en un libro) siempre que indiquen claramente que el trabajo se publicó por primera vez en esta revista.
- Se permite y recomienda a los autores/as a publicar su trabajo en Internet (por ejemplo en páginas institucionales o personales) antes y durante el proceso de revisión y publicación, ya que puede conducir a intercambios productivos y a una mayor y más rápida difusión del trabajo publicado (veaThe Effect of Open Access).