TY - GEN
T1 - Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19
AU - Rocha do Amaral Neto, José
AU - Oliveira, Wilk
AU - Hamari, Juho
AU - Dantas, Pasqueline
AU - Melo do Nascimento, Isabelle
PY - 2023
Y1 - 2023
N2 - The Covid-19 pandemic has impacted the world population in several ways. Schools had to modify their teaching methods, reinventing pedagogical practices and actions to students to continue learning in a new teaching and learning routine. In particular, gameful approaches (e.g., games, gamification, and simulators) were alternatives used to improve the quality of emergency remote teaching. However, the need to use these approaches on an emergency basis meant that institutions could not plan the application or analyze the impacts of these technologies. To fill this gap, we performed a qualitative study, in which four students and a teacher participated. Using thematic analysis, we explored their perception regarding the use of social gamification in emergency remote teaching compared to regular face-to-face teaching. The results indicate that some different gamification elements drew the attention of students during remote and face-to-face teaching. However, no differences were identified between the different teaching modalities. Our study contributes to the fields of educational technologies and gamification through insights into the application of social gamification in education.
AB - The Covid-19 pandemic has impacted the world population in several ways. Schools had to modify their teaching methods, reinventing pedagogical practices and actions to students to continue learning in a new teaching and learning routine. In particular, gameful approaches (e.g., games, gamification, and simulators) were alternatives used to improve the quality of emergency remote teaching. However, the need to use these approaches on an emergency basis meant that institutions could not plan the application or analyze the impacts of these technologies. To fill this gap, we performed a qualitative study, in which four students and a teacher participated. Using thematic analysis, we explored their perception regarding the use of social gamification in emergency remote teaching compared to regular face-to-face teaching. The results indicate that some different gamification elements drew the attention of students during remote and face-to-face teaching. However, no differences were identified between the different teaching modalities. Our study contributes to the fields of educational technologies and gamification through insights into the application of social gamification in education.
U2 - 10.1109/ICALT58122.2023.00034
DO - 10.1109/ICALT58122.2023.00034
M3 - Conference contribution
T3 - IEEE International Conference on Advanced Learning Technologies
SP - 97
EP - 99
BT - Proceedings - 2023 IEEE International Conference on Advanced Learning Technologies, ICALT 2023
PB - IEEE
T2 - IEEE International Conference on Advanced Learning Technologies
Y2 - 10 July 2023 through 13 July 2023
ER -