Digital media, that is, technologies based in binary code that allow exchange of information and communication among people.
Published in Chapter:
Commercium and Cognitionis Project: A Gamification Experience in an Undergraduate Course
Alexandre Farbiarz (Fluminense Federal University, Brazil), Jackeline L. Farbiarz (Pontifical Catholic University of Rio de Janeiro, Brazil), Guilherme Xavier (Pontifical Catholic University of Rio de Janeiro, Brazil), Cynthia M. Dias (Oswaldo Cruz Foundation, Brazil), Lucas L. A. Bastos (Fluminense Federal University, Brazil), and Eloisa F. F. S. Gonçalves (Fluminense Federal University, Brazil)
Copyright: © 2022
|Pages: 28
DOI: 10.4018/978-1-6684-4287-6.ch020
Abstract
This chapter presents the Commercium & Cognitionis project, which aligns technology and playfulness, implementing DICTs and gamification as pedagogical tools that value didactic content and engagement, combining competition and collaboration in the search for knowledge to solve the proposed challenges. The proposal is aligned with the insertion of urban youth into a highly imagetic and technological contemporary culture. Adopting active pedagogical methods that exploit skills and abilities in the game allows the combination of systemic and procedural evaluation in the discipline and the evaluation of knowledge construction. To reach the play goal, it was necessary for the student-player to pursue the didactic objectives, as the evaluation of the experience indicates that dedication to the game positively influenced the academic dedication, also stimulating access and meaningful learning on the programmatic contents and guaranteeing autonomy and independence in the educational process.