Ludification proposal in undergraduate classes
Abstract
Ludification is a phenomenon that derives from the game popularity and their characteristics that motivate the users participation. Considering that some elements of games can be used for educational purposes, the present work have the objective of describing and analyzing the ludification of realized actions in two undergraduate subjects in a public educational institution. For this, a descriptive research was accomplished, which pursue to present the characteristics of the strategy used and the first reflections from results based on the application of a questionnaire and on records of empirical observations. As a result, the ludification strategy and the considerations about the proposal are presented, which indicate that the impact of methodology was positive.
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