期刊名称:RENOTE : Revista Novas Tecnologias na Educação
电子版ISSN:1679-1916
出版年度:2020
卷号:18
期号:1
页码:162-175
DOI:10.22456/1679-1916.105971
出版社:CINTED/UFRGS
摘要: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.