Gamification in higher education as a strategy to develop competencies

experience report at psychology graduation course

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DOI:

https://doi.org/10.35699/2237-5864.2016.2093

Keywords:

Teaching gamification, Active methodologies, Competence

Abstract

Education, from the competence perspective, involves knowledge, skills and attitude. Teaching gamification can be used to develop competencies. For such, pedagogical practices should merge clear goals and rules with fun and engagement. Few studies have been conducted in Brazil regarding teaching gamification, especially in higher education. This work describes the experiment made with the activity “Intervention Paths” in the Psychology course. The activity provided team interaction, situation analysis, decision making, roleplaying and problem solving. Three coordinators led the activity during three hours in one day. 27 students took part in the activity and there were no external rewards planned. Intense engagement, fun and skills improvement were observed. The experience was found effective and could be useful for developing new active teaching methodologies based on the propositions of teaching gamification.

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Author Biography

Aline Beckmann de Castro Menezes, Universidade Federal do Pará (UFPA), Belém, PA, Brasil.

Professora adjunta da Faculdade de Psicologia da Universidade Federal do Pará.

Published

2016-10-10

How to Cite

MENEZES, A. B. de C. Gamification in higher education as a strategy to develop competencies: experience report at psychology graduation course. Revista Docência do Ensino Superior, Belo Horizonte, v. 6, n. 2, p. 203–222, 2016. DOI: 10.35699/2237-5864.2016.2093. Disponível em: https://periodicos.ufmg.br/index.php/rdes/article/view/2093. Acesso em: 21 nov. 2024.

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