Learning through games and its applicability in teaching practice

Authors

DOI:

https://doi.org/10.33448/rsd-v10i13.21368

Keywords:

Learning; Games, Experimental; Education.

Abstract

In recent decades, healthcare professionals have been challenged by the search for evidence-based scientific knowledge, aspects related to the development of knowledge, skills and attitudes regarding the use of information technology in professional practice, which is necessary in the composition of competencies desirable. This is an integrative literature review (RIL) study, which contributes to the process of systematizing and analyzing the results of other independent studies on the topic discussed. This review aims to systematize the knowledge produced about the impact of gamification on the teaching/learning process. The use of gamification must follow proper teacher planning and must consider the profile and needs of students and suit the target audience, its objective must be clear and the technological domain and game rules must be clear and concise. The study points to the need for appropriating several possibilities for the formulation of new actions based on learning through gamification, fostering new productions.

References

Arruda, E., & Arruda, D. (2013). E se a escola virar brinquedo? Perspectivas do lazer e dos jogos digitais na aprendizagem. In MILL, R. R. S. (Org.). Escritos sobre educação: desafios e possibilidades para ensinar e aprender com as tecnologias emergentes, São Paulo, 132-67.

Ang, E. T. Chan, J. M., Gopal, V. & Shia, N. L. (2018). Gamifying anatomy education. Clinical Anatomy, 31(7), 997-1005. https://pubmed.ncbi.nlm.nih.gov/30168609/ .

Bomfoco, M. A. & Azevedo, V. A. (2012). Os jogos eletrônicos e suas contribuições para a aprendizagem na visão de J. P. Gee. Renote – Novas Tecnologias na Educação – UFRGS, Porto Alegre, 10(3), 2012.

Borges, S. S., Reis, H. M., Durelli, V. H. S., Bittencourt, I. I., Jaques, P. A. & Isonati, S. (2013). Gamificação Aplicada à Educação: Um Mapeamento Sistemático. In Anais do Simpósio Brasileiro de Informática na Educação, 24(1).

Castro, T. C. & Gonçalves, L. S. (2018) The use of gamification to teach in the nursing field. Revista Brasileira de Enfermagem, 71(3), 1038-45. https://www.scielo.br/j/reben/a/bGRs38N8BH7GCHYtMFCVrLr/abstract/?lang=en.

Domínguez, A., Sáenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C. & Martínez-Herráiz, JJ. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-92.

Ercole, F. F., Melo, L. S. & Alcoforado, C. L. G. C. (2014). Integrative review versus systematic review. Reme: Revista Mineira de Enfermagem, 18(1), 9-10. http://www.reme.org.br/artigo/detalhes/904. DOI: http://dx.doi.org/10.5935/1415-2762.20140001.

Felszeghy, S. Pasonen-Seppanen, S, Koskela, A., Nieminen, P., Harkonen, k., paldanius, k. M. A., Gabbouj, S., Ketola, K., Hiltunen, M., Mikael, L., Haapaniemi, T., Sointu, E., BauMAN, E. B., Gilbert, G. E., Morton, D., & Mahonen, A. (2019). Using online game-based platforms to improve student performance and engagement in histology teaching. Bmc Medical Education, 19(1), 1-11. https://bmcmededuc.biomedcentral.com/articles/10.1186/s12909-019-1701-0.

Galvão, T, F. & Pansan, T. de S. A. (2015). Principais itens para relatar Revisões sistemáticas e Meta-análises: A recomendação PRISMA*: tradução. Epidemiol Serv Saúde, 24, 335-4. http://scielo.iec.gov.br/scielo.php?script=sci_arttext&pid=S1679-49742015000200017.

Garrison, E., Colin, S., Lemberger, O. & Lugod, M. (2021). Interactive Learning for Nurses Through Gamification. Jona: The Journal of Nursing Administration, 51(2), 95-100. https://pubmed.ncbi.nlm.nih.gov/33449599/.

Ignacio, J. & Chen, Hui-Chen. (2020). The use of web-based classroom gaming to facilitate cognitive integration in undergraduate nursing students: a mixed methods study. Nurse Education In Practice, 46, 102-20. https://www.sciencedirect.com/science/article/abs/pii/S1471595318309612.

Ismail, M. Al-Aarifin et al. (2019). Using Kahoot! as a formative assessment tool in medical education: a phenomenological study. Bmc Medical Education, 19(1), 1-20. https://pubmed.ncbi.nlm.nih.gov/31238926/.

Lee, H., & Doh, Y. Y. (2012). A Study on the relationship between educational achievement and emotional engagement in a gameful interface for video lecture systems. International Symposium on Ubiquitous Virtual Reality, 34–7.

Luchi, K. C. G., Montrezor, L. H. & Marcondes, F. (2017). Effect of an educational game on university students’ learning about action potentials. Advances In Physiology Education, 41(2), 222-30. https://journals.physiology.org/doi/full/10.1152/advan.00146.2016.

Mackavey, C. & Cron, S. (2018). Innovative strategies: increased engagement and synthesis in online advanced practice nursing education. Nurse Education Today, 76, 85-8. https://pubmed.ncbi.nlm.nih.gov/30776533/.

Osório, A. J., Gomes, M. J., & Valente, A. L. (2019). Challenges 2019: Desafios da inteligência artificial, artificial intelligence challenges. Universidade do Minho.

Pescador, C. M. (2010). Ações de Aprendizagem Empregadas pelo Nativo Digital para Interagir em Redes Hipermidiáticas tendo o Inglês como Língua Franca. Dissertação (Mestrado) - Universidade de Caxias do Sul, Programa de Pós-Graduação em Educação.

Roche, C., Wingo, N. P., Westfall, A. O., Azuero, A., Dempsey, D. M. & Willing, J. H. (2018) Educational Analytics. Cin: Computers, Informatics, Nursing, 36(9), 458-65. https://pubmed.ncbi.nlm.nih.gov/29985195/.

Sá, E. F. D., Quadros, A. L. D., Mortimer, E. F., Silva, P. S. & Talim, S. L. (2017). As aulas de graduação em uma universidade pública federal:planejamento, estratégia didáticas e engajamento dos estudantes. Revista Brasileira de Educação, 22(70), 625-50. https://www.scielo.br/j/ rbedu/a/JbNdQTJ8bSw3jzpNzKkDQQx/?format=pdf&lang=pt.

Souza, M. T., Silva, M. D. & Carvalho, R. (2010) Revisão integrativa: o que é e como fazer. Einstein, 8(1), 102-06. http://dx.doi.org/10.1590/s1679-45082010rw1134.

Zichermann, G. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O'Reilly Media.

Published

20/10/2021

How to Cite

SILVA JÚNIOR, R. R. da; ARAÚJO , L. F. de .; NUNES, M. I. L. B. .; SILVA, A. E. de O.; PEQUENO, L. K. S.; NUNES, A. C. C. de A.; MELO, P. K. M.; AZEVEDO FILHO, F. M. de; VASCONCELOS FILHO, F. S. L. . Learning through games and its applicability in teaching practice. Research, Society and Development, [S. l.], v. 10, n. 13, p. e510101321368, 2021. DOI: 10.33448/rsd-v10i13.21368. Disponível em: https://rsdjournal.org/index.php/rsd/article/view/21368. Acesso em: 23 apr. 2024.

Issue

Section

Educational Objects