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1
artículo
Gamification is a process that has been the subject of debate in the 21st century. A particularly delicate topic is the erroneous concepts related to ludic, games, and gamification. Despite having a single “gen”, it is possible to separate them, mainly thinking about the objectives and their application in education, for example. Considering that, this essay seeks to clarify the conceptual limits of gamification and its relation with the ludic and the game, exploring concepts and approaches. In this way, we expect to contribute to combating the dubious vision of gamification. Thus, without relegating other investigations, we assure that the objective of the ludic is to entertain (play), the game is to compete and the gamification is to involve through a process that uses game elements other than in games.
2
artículo
Gamification is a process that has been the subject of debate in the 21st century. A particularly delicate topic is the erroneous concepts related to ludic, games, and gamification. Despite having a single “gen”, it is possible to separate them, mainly thinking about the objectives and their application in education, for example. Considering that, this essay seeks to clarify the conceptual limits of gamification and its relation with the ludic and the game, exploring concepts and approaches. In this way, we expect to contribute to combating the dubious vision of gamification. Thus, without relegating other investigations, we assure that the objective of the ludic is to entertain (play), the game is to compete and the gamification is to involve through a process that uses game elements other than in games.
3
artículo
In recent years, technological advances have significantly transformed educational practices. The development and adoption of Artificial Intelligence (AI) chatbots in education have recently generated widespread interest from teachers and students. In this context, this research aimed to evaluate the potential of AI resources as an auxiliary instrument in improving dissertation-argumentative essays prepared by second-year high school students on Ecology. This is qualitative research, specifically of the action research type, conducted through three stages. The results show that chatbots can be used as complementary resources in the classroom, in addition to having the potential to optimize the construction of knowledge. Finally, it was observed that chatbots were able to facilitate the application of content and make assessments more engaging and productive.
4
artículo
In recent years, technological advances have significantly transformed educational practices. The development and adoption of Artificial Intelligence (AI) chatbots in education have recently generated widespread interest from teachers and students. In this context, this research aimed to evaluate the potential of AI resources as an auxiliary instrument in improving dissertation-argumentative essays prepared by second-year high school students on Ecology. This is qualitative research, specifically of the action research type, conducted through three stages. The results show that chatbots can be used as complementary resources in the classroom, in addition to having the potential to optimize the construction of knowledge. Finally, it was observed that chatbots were able to facilitate the application of content and make assessments more engaging and productive.
5
artículo
Gamification is a process that has been the subject of debate in the 21st century. A particularly delicate topic is the erroneous concepts related to ludic, games, and gamification. Despite having a single “gen”, it is possible to separate them, mainly thinking about the objectives and their application in education, for example. Considering that, this essay seeks to clarify the conceptual limits of gamification and its relation with the ludic and the game, exploring concepts and approaches. In this way, we expect to contribute to combating the dubious vision of gamification. Thus, without relegating other investigations, we assure that the objective of the ludic is to entertain (play), the game is to compete and the gamification is to involve through a process that uses game elements other than in games.
6
artículo
In recent years, technological advances have significantly transformed educational practices. The development and adoption of Artificial Intelligence (AI) chatbots in education have recently generated widespread interest from teachers and students. In this context, this research aimed to evaluate the potential of AI resources as an auxiliary instrument in improving dissertation-argumentative essays prepared by second-year high school students on Ecology. This is qualitative research, specifically of the action research type, conducted through three stages. The results show that chatbots can be used as complementary resources in the classroom, in addition to having the potential to optimize the construction of knowledge. Finally, it was observed that chatbots were able to facilitate the application of content and make assessments more engaging and productive.