Please use this identifier to cite or link to this item: https://hdl.handle.net/10216/80835
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dc.creatorHelena Martins
dc.creatorJorge Freire de Sousa
dc.date.accessioned2022-09-11T13:43:13Z-
dc.date.available2022-09-11T13:43:13Z-
dc.date.issued2015
dc.identifier.othersigarra:105941
dc.identifier.urihttps://hdl.handle.net/10216/80835-
dc.description.abstractEducation, like many institutions in contemporary society, faces significant challenges to the completion of its mission. This is especially true of higher education, which is often expected to be and seen as a facilitator of social and cultural advancement. Gamification is a relatively new concept intending to use elements from video games in non-game applications. Education is therefore an area with high potential for application of this concept since it seeks to promote peoples motivation and engagement. The research in progress aims at creating a model for applying gamification in a course of Human Resources Management for Engineers, where testing and validating the results of that application can be possible. This paper presents the state of the art of gamification in higher education, as well as some guidelines and main features of a gamification framework to be applied in the course of a Masters in Engineering.
dc.language.isoeng
dc.relation.ispartofProceedings of ICERI 2015
dc.rightsopenAccess
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/
dc.subjectCiências da engenharia e tecnologias
dc.subjectEngineering and technology
dc.titleGames people play - creating a framework for the gamification of a Master's course in a portuguese university
dc.typeArtigo em Livro de Atas de Conferência Internacional
dc.contributor.uportoFaculdade de Engenharia
dc.identifier.authenticusP-00P-C0H
dc.subject.fosCiências da engenharia e tecnologias
dc.subject.fosEngineering and technology
Appears in Collections:FEUP - Artigo em Livro de Atas de Conferência Internacional

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