Skip to main content

Gamification for Graphic Education: A Case Study on Innovative Methodology

  • Conference paper
  • First Online:
Videogame Sciences and Arts (VJ 2019)

Abstract

This paper presents a case study on the Commercium & Cognitionis project, which aligns technology and playfulness, implementing the use of smartphones and gamification as pedagogical tools that value didactic content and interaction. Aiming at students of the Visual and Graphic Languages discipline of a Journalism course in Brazil, the proposal is aligned with the insertion of urban youth into a highly imagetic and technological contemporary culture. The study reflects research which demonstrates journalism students’ lack of interest in visual communication contents and the dynamics of a game that combines competition and collaboration in the search for knowledge to solve the proposed challenges. Adopting active pedagogical methods which exploit skills and abilities in the game allowed the combination of systemic and procedural evaluation in the discipline, as well as 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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    “A atualidade apresenta uma situação singular: a apregoada extinção de um suporte material e a sua substituição por um não-suporte que revelou-se, na realidade, a substituição por uma variedade de suportes tecnológicos que promovem simultaneamente abruptas distinções e homogeneizações nos textos e nos leitores”.

References

  1. UFF: Universidade Federal Fluminense: Curso de Jornalismo - Projeto Pedagógico de Curso: Formulário nº 02 - Princípios Norteadores (Journalism Course - Course Pedagogical Project: Form 2 - Guiding Principles). Curso de Jornalismo, Niterói (2016)

    Google Scholar 

  2. Farbiarz, A.: Universidade-aluno: uma ponte em construção (Student-University: a bridge under construction). Dissertação (Mestrado em Educação e Linguagem), Faculdade de Educação. Universidade de São Paulo, São Paulo (2001)

    Google Scholar 

  3. Kellner, D.: A Cultura da Mídia – Estudos Culturais: identidade e política entre o moderno e o pós-moderno (Media Culture - Cultural Studies: Identity and Politics between the Modern and the Postmodern). EDUSC, São Paulo (2001)

    Google Scholar 

  4. Deterding, S., Khaled, R., Nacke, L.E., Dixon, D.: Gamification: toward a definition. In: CHI 2011 Conference on Human Factors in Computing Systems, pp. 6–9. ACM, Vancouver, Canada, (2011)

    Google Scholar 

  5. CETIC.BR: TIC Kids Online Brasil (2016). http://cetic.br/media/analises/tic_kids_online_brasil_2016_coletiva_de_imprensa.pdf. Accessed 03 Oct 2017

  6. IBGE: Pesquisa Nacional por Amostra de Domicílios - PNAD (2017). https://www.ibge.gov.br/estatisticas-novoportal/sociais/populacao/9127-pesquisa-nacional-por-amostra-de-domicilios.html?edicao=9131&t=destaques. Accessed 15 Nov 2017

  7. Torres, H.G., Teixeira, J.M., França, D.: O que os jovens de baixa renda pensam sobre a escola (What do low-income youth think about school). In: Série Estudos & Pesquisas Educacionais n 4, pp. 167–204. Centro Brasileiro de Análise e Planejamento/Fundação Victor Civita, São Paulo (2014)

    Google Scholar 

  8. Lévy, P.: Cibercultura (Cyberculture). Editora 34, Rio de Janeiro (2001)

    Google Scholar 

  9. Farbiarz, A., Farbiarz, J.L., Nojima, V.L.M.S.: Uma visão semiótica bakhtiniana relação universidade aluno em cursos de design (A Bakhtinian Semiotic View of University Student Relations in Design Courses), In: 1º Encontro de semiótica aplicada ao design. Núcleo de Design PUC-Rio, Rio de Janeiro (2003)

    Google Scholar 

  10. Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, Pennsylvania (2012)

    Google Scholar 

  11. Hunicke, R., Leblanc, M., Zubek, R.: MDA: a formal approach to game design and game research. In: Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, pp. 1–5. AAAI Press, San Jose (2004)

    Google Scholar 

  12. Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68–78 (2000)

    Article  Google Scholar 

  13. Siemens, G.: Connectivism: a learning theory for the digital age. Int. J. Instr. Technol. Distance Learn. 2, 3–10 (2005). http://www.itdl.org/Journal/Jan_05/article01.htm. Accessed 10 Mar 2016

  14. Bíró, G.I.: Didactics 2.0: a pedagogical analysis of gamification theory from a comparative perspective with a special view to the components of learning. Procedia – Soc. Behav. Sci. 141, 148–151 (2014)

    Article  Google Scholar 

  15. World Government Summit: Gamification and the Future of Education. Oxford Analytica Ltd., United Kingdom (2016) http://www.oxan.com. Accessed 15 Aug 2017

  16. Surendeleg, G., Murwa, V., Yun, H.-K., Kim, Y.S.: The role of gamification in education – a literature review. Contemp. Eng. Sci. 7(29), 1609–1616 (2014)

    Article  Google Scholar 

  17. Farbiarz, A., Xavier, G., Farbiarz, J.L.: Novas tecnologias no ensino de graduação em Comunicação (New Technologies in Undergraduate Communication Education). ECCOM - Educação, Cultura e Comunicação, vol. 10, pp. 245–255 (2019). http://fatea.br/seer3/index.php/ECCOM/article/view/966/964. Accessed 29 June 2019

  18. Csikszentmihalyi, M.: Flow: the Psychology of Optimal Experience. Harper Perennial Modern Classics Edition, New York (1990)

    Google Scholar 

  19. Moita, F.: Game on: jogos eletrônicos na escola e na vida da geração @ (Game on: Electronic games at school and in the life of the generation @). Editora Alínea, Campinas, SP (2007)

    Google Scholar 

  20. Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer, New York (2012)

    Google Scholar 

Download references

Acknowledgment

The LINC-Design laboratory (PUC-Rio), the Vice-Rectorate for Academic Affairs (VRAC /PUC-Rio), the research group educ@midias.com (UFF). This work was carried out with the support of the Higher Education Personnel Improvement Coordination - Brazil (CAPES) - Financing Code 001.

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Jackeline Lima Farbiarz or Alexandre Farbiarz .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Farbiarz, J.L., Farbiarz, A., Xavier, G., Dias, C.M. (2019). Gamification for Graphic Education: A Case Study on Innovative Methodology. In: Zagalo, N., Veloso, A., Costa, L., Mealha, Ó. (eds) Videogame Sciences and Arts. VJ 2019. Communications in Computer and Information Science, vol 1164. Springer, Cham. https://doi.org/10.1007/978-3-030-37983-4_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-37983-4_16

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-37982-7

  • Online ISBN: 978-3-030-37983-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics