Gamification Applied in Virtual Learning Environments: a Proposal for Engagement in the Context of Calculus Learning
DOI:
https://doi.org/10.18264/eadf.v15i1.2096Keywords:
E- learning, Gamification, Learning management system, Moodle, MathematicsAbstract
In E-learning, maintaining student motivation to complete activities is a significant challenge. Thus, proposing pedagogical sequences where the Virtual Learning Environment has the capacity to positively influence student motivation becomes a powerful strategy for facilitating learning. In this context, the present study aimed to investigate Gamification as an engagement strategy in the Moodle Virtual Learning Environment, with a focus on teaching and learning the content of the Calculus B course in the distance Mathematics Teaching degree program at Federal University of Pelotas.The study is a qualitative research supported by a Pedagogical Intervention (Damiani, 2011), utilizing the ADDIE model - Analysis, Design, Development, Implementation, and Evaluation (Oana, 2022) to construct the instructional design of a Gamified Pedagogical Sequence in the Moodle VLE. The research subjects were students enrolled in the distance Mathematics Teaching degree program who took the Calculus B course in the 2022/2 academic term. The program has been attempting to reduce dropout and failure rates through tutoring, teaching, research, and extension projects; however, a high rate of failure and dropout persists. The qualitative data collected were analyzed using Content Analysis methodology (Bardin, 2011). The research results indicate that Gamification had a positive impact on students, generating greater engagement and motivation in completing the activities of the implemented sequence, thereby enhancing the learning processes.
Keywords: E- learning. Gamification. Learning management system. Moodle. Mathematics.
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