Authors:
Antonilson da Silva Alcantara
and
Sandro Ronaldo Bezerra Oliveira
Affiliation:
Graduate Program in Computer Sciense, Institute of Exact and Natural Sciences, Federal University of Pará, Belém, Pará and Brazil
Keyword(s):
Gamification, Learning, Teaching, Education, Knowledge Management.
Abstract:
This paper presents the application of Gamification, proposed by Alcantara and Oliveira (2018), for Teaching and Learning of Knowledge Management in a Software Quality Lab. The proposal is briefly presented, followed by the description of the application in the laboratory. Finally, we present the results obtained by a quantitative evaluation, based on the data collected during the experiment, followed by a qualitative evaluation based on the SWOT (Strength, Weakness, Opportunity and Threats) analysis from the perspective of the participants and, soon after, the final considerations are presented.