2012 International Symposium on Ubiquitous Virtual Reality 2012
DOI: 10.1109/isuvr.2012.21
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A Study on the Relationship between Educational Achievement and Emotional Engagement in a Gameful Interface for Video Lecture Systems

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Cited by 39 publications
(20 citation statements)
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“…Traditional teaching and learning methods are challenging to digital natives, in the sense that the absence of technology undermines the students' motivation and emotional engagement [2].…”
Section: Introductionmentioning
confidence: 99%
“…Traditional teaching and learning methods are challenging to digital natives, in the sense that the absence of technology undermines the students' motivation and emotional engagement [2].…”
Section: Introductionmentioning
confidence: 99%
“…A gamificação se consolida como um fenômeno cultural e é pauta de inúmeras investigações na área da computação (ARMELIATO, 2011), da psicologia (FORTIM, 2008) e da comunicação (ZICHERMANN; CUNNINGHAM, 2011) que pressupõem a utilização dos jogos com a finalidade de motivar, envolver e fidelizar clientes de empresas, além de trabalhos que dispensam um olhar especial à educação (DOMÍNGUEZ et al, 2013;KAPP, 2012;LEE;DOH, 2012), vendo na lógica dos games um potencial de ensino. O próprio Ministério da Educação já reconhece os games como objetos de ensino ao credenciar uma plataforma online de aprendizado voltada à preparação para o Exame Nacional do Ensino Médio (Enem) por meio de desafios.…”
Section: Introductionunclassified
“…It involves the use of aesthetics, mechanics and dynamics in contexts unrelated to games, to increase motivation and support behavior change. Currently, there is an increasing interest in using gamification in educational contexts due to the amount of applications and research in this area [12,16]. This growing interest can be explained mainly by the potential of gamification to influence, engage and motivate people [14].…”
Section: Introductionmentioning
confidence: 99%