Gamification Analysis of a Virtual Learning Environment Based on Bartle Profiles. Moraes, D. d. S., Guedes, A., Castro, V. C., Dias, L. H., & Neto, C. S. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), volume 30, pages 912, 2019.
Gamification Analysis of a Virtual Learning Environment Based on Bartle Profiles [link]Paper  Gamification Analysis of a Virtual Learning Environment Based on Bartle Profiles [link]Year  doi  abstract   bibtex   6 downloads  
Lack of engagement has been one of the main factors for evasion in higher education courses, especially among the exact sciences ones. In Computer Science courses, the scenario does not differ from the others, placing it among the highest evasion rates. Given the change in the teaching-learning process caused by the introduction of technologies, one of the alternatives to soften this problem is the use of elements of games, a technique known as gamification. This work presents an analysis of the use of gamification in a virtual learning environment (VLE) for the learning of algorithms. In particular, this gamification focus on specific players profiles, based on Bartle taxonomy, named as killers, socializers, explorers and achievers. We also performed a controlled experiment involving 44 algorithms students. As results, we present indications that the selected and applied gamification elements were promising in promoting the engagement and motivation of the users.
@inproceedings{moraes_gamification_2019,
	title = {Gamification Analysis of a Virtual Learning Environment Based on Bartle Profiles},
	volume = {30},
	rights = {Direitos autorais 2019 Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - {SBIE})},
	url = {https://www.br-ie.org/pub/index.php/sbie/article/view/8819},
	doi = {10.5753/cbie.sbie.2019.912},
	abstract = {Lack of engagement has been one of the main factors for evasion in higher education courses, especially among the exact sciences ones. In Computer Science courses, the scenario does not differ from the others, placing it among the highest evasion rates. Given the change in the teaching-learning process caused by the introduction of technologies, one of the alternatives to soften this problem is the use of elements of games, a technique known as gamification. This work presents an analysis of the use of gamification in a virtual learning environment ({VLE}) for the learning of algorithms. In particular, this gamification focus on specific players profiles, based on Bartle taxonomy, named as killers, socializers, explorers and achievers. We also performed a controlled experiment involving 44 algorithms students. As results, we present indications that the selected and applied gamification elements were promising in promoting the engagement and motivation of the users.},
	pages = {912},
	booktitle = {Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - {SBIE})},
	author = {Moraes, Daniel de Sousa and Guedes, Alan and Castro, Vinícius Costa and Dias, Lukas Henrique and Neto, Carlos Soares},
	urlyear = {2019},
	year = {2019},
	langid = {portuguese},
}

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