创建对象的学习gamificados用于培训室

IF 0.1 Q4 SOCIAL SCIENCES, INTERDISCIPLINARY Revista Cientifica Hermes Pub Date : 2017-01-31 DOI:10.21710/RCH.V17I0.304
Maria Lúcia Gili Massi
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引用次数: 6

摘要

世界各地的人们每周花数十亿小时玩电脑、智能手机和视频游戏。把吸引和吸引个人注意力的游戏元素放在教育的背景下,可能是一种方法论策略,可以提高学习者的动机和参与度。本研究基于文献和文献研究,旨在介绍创建游戏化学习对象的步骤,供专业人员在培训中使用,尤其是教师,他们希望增加受训人员对内容传输培训室的参与度。有实证结果表明游戏化在训练和将学习转移到日常工作中的有效性。
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Criação de objetos de aprendizagem gamificados para uso em sala de treinamento
People around the world spend billions of hours a week playing on computer, smartphones and video games. Take the game elements that fascinate and hold the attention of individuals, to the context of education may be a methodological strategy that results in increased motivation and engagement of learners. This study, based on bibliographical and documentary research, intends to present the steps for creating gamificates learning objects to be used by professionals in training, especially the instructors, who want to increase the involvement of trainees with the content transmitted training room. There are empirical results showing the effectiveness of gamification in training and transfer of learnings to everyday work.
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来源期刊
Revista Cientifica Hermes
Revista Cientifica Hermes SOCIAL SCIENCES, INTERDISCIPLINARY-
自引率
0.00%
发文量
8
审稿时长
38 weeks
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