Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification

Autores

  • Wilk Oliveira Institute of Mathematical and Computer Sciences – University of São Paulo (USP)
  • Armando M. Toda Institute of Mathematical and Computer Sciences – University of São Paulo (USP)
  • Paula T. Palomino Institute of Mathematical and Computer Sciences – University of São Paulo (USP)
  • Luiz Rodrigues Institute of Mathematical and Computer Sciences – University of São Paulo (USP)
  • Seiji Isotani Institute of Mathematical and Computer Sciences – University of São Paulo (USP)

DOI:

https://doi.org/10.22456/1679-1916.105971

Palavras-chave:

frameworks, GAMIFY-SN

Resumo

Despite many studies proposing and evaluating frameworks to design gamified environments in education, there is still difficulty in making end-users
(e.g., teachers, instructors, and designers) use these services and assess which ones are most appropriate for their context. We tackled this challenge by comparing two frameworks to design a gamified non-virtual class, through a quasiexperimental study. Our main results indicate that one of the frameworks (Six
Steps to Gamification - 6D) proved to be more adaptable to the context and the other (GAMIFY-SN) was more complete to associate the gamification elements
within the instructor’s final objectives in the gamified class. Thus, our results promote a contribution to end-users through insights on which the most suitable framework to use in each situation.

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Publicado

2020-07-29

Como Citar

OLIVEIRA, W.; M. TODA, A.; T. PALOMINO, P.; RODRIGUES, L.; ISOTANI, S. Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification. RENOTE, Porto Alegre, v. 18, n. 1, 2020. DOI: 10.22456/1679-1916.105971. Disponível em: https://seer.ufrgs.br/index.php/renote/article/view/105971. Acesso em: 17 jun. 2025.

Edição

Seção

Projeto e desenvolvimento de objetos educacionais