Design de Gamificação: uma análise comparativa entre duas plataformas gamificadas

This article presents a comparative analysis between two platforms that use gamification resources in their educational context. The Duolingo platforms and Khan Academy were analyzed, with the aim of relating thegamification elements used by them, as well as seeking a common gamification framework that can generate equal student engagement if replicated in other platforms and solutions. Seventeen game elements (emotions, progression, resource acquisition, evaluation/feedback, chance, challenges, rewards, victories, avatar, boss, collections, achievements, unlockable content, badges/medals, missions, levels, points) were identified in common between the two platforms, which are categorized with: dynamics, mechanics and game components. It was concluded that there is a possibility of outlining a gamification framework with potential for student engagement with these seventeen elements present.

Publication Details

Journal
Dialnet (Universidad de la Rioja)
Published
2025-01-01
Primary Topic
Astrophysical Phenomena and Observations
Type
article
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article

Design de Gamificação: uma análise comparativa entre duas plataformas gamificadas

Dialnet (Universidad de la Rioja)
Astrophysical Phenomena and Observations
article

Design de Gamificação: uma análise comparativa entre duas plataformas gamificadas

article en

Abstract

This article presents a comparative analysis between two platforms that use gamification resources in their educational context. The Duolingo platforms and Khan Academy were analyzed, with the aim of relating thegamification elements used by them, as well as seeking a common gamification framework that can generate equal student engagement if replicated in other platforms and solutions. Seventeen game elements (emotions, progression, resource acquisition, evaluation/feedback, chance, challenges, rewards, victories, avatar, boss, collections, achievements, unlockable content, badges/medals, missions, levels, points) were identified in common between the two platforms, which are categorized with: dynamics, mechanics and game components. It was concluded that there is a possibility of outlining a gamification framework with potential for student engagement with these seventeen elements present.

Dialnet (Universidad de la Rioja)
Openalex Percentile: Top 51%
Astrophysical Phenomena and Observations
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