Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
6837518 | Computers in Human Behavior | 2016 | 16 Pages |
Abstract
This research aims to evaluate the effectiveness of gamification platforms as a strategy for the engagement of students from the 8th year of elementary school in Brazil. We chose two badging platforms - ClassDojo and ClassBadges - to be evaluated based on 7 different criteria. The main objectives were to generate involvement among individual and particular situations, increasing the interest, engagement and efficiency while performing a specific task. We observed the behavior of 61 students from an elementary public school in Brazil as part of our field research. Data were collected using observation, semi-structured interviews and questionnaires. Quantitative data were statistically analyzed using a multivariate technique known as cluster analysis. The results allowed us to classify students in 4 distinct groups and showed that students who received more rewards from the teacher got significantly better average performances.
Related Topics
Physical Sciences and Engineering
Computer Science
Computer Science Applications
Authors
Luma da Rocha Seixas, Alex Sandro Gomes, Ivanildo José de Melo Filho,