GAMIFICATION IN DISTANCE EDUCATION AS A INSTRUMENT FOR STUDENT ENGAGEMENT IN HIGHER EDUCATION (Atena Editora)

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MetadadosDescriçãoIdioma
Autor(es): dc.contributor.authorGOIS, MARIA APARECIDA BARRETO-
Autor(es): dc.contributor.authorSIGNORI, FERNANDA MARIA FURST-
Autor(es): dc.contributor.authorGOIS, ALEXSANDRO BARRETO-
Data de aceite: dc.date.accessioned2022-07-12T12:23:42Z-
Data de disponibilização: dc.date.available2022-07-12T12:23:42Z-
Data de envio: dc.date.issued2022-07-06-
Fonte: dc.identifier.urihttp://educapes.capes.gov.br/handle/capes/705279-
Resumo: dc.description.abstractDigital Information and Communication Technologies (TDIC) provide a new path to be followed, with challenges and opportunities that make the teaching-learning process more effective and dynamic. Distance education (EAD) has a better development with the emergence of technological tools, with greater access and advancement of the internet. And one of the biggest challenges that teachers have been facing is getting students to engage in achieving quality in distance education. This article aims to promote the debate on the possibilities that gamification in Education provides for the virtual classroom in higher education to become more attractive and pedagogical practices can reflect the need for digital inclusion in contemporary society.pt_BR
Idioma: dc.language.isoenpt_BR
Palavras-chave: dc.subjectDISTANCE EDUCATIONpt_BR
Título: dc.titleGAMIFICATION IN DISTANCE EDUCATION AS A INSTRUMENT FOR STUDENT ENGAGEMENT IN HIGHER EDUCATION (Atena Editora)pt_BR
Tipo de arquivo: dc.typelivro digitalpt_BR
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