An Application of a Gamification to Knowledge Management Teaching: A Qualitative Evaluation
Antonilson Alcantara, Sandro Oliveira
2022
Abstract
The education area has been encouraging the adoption of innovative practices and methodologies for the teaching and learning process. Teaching in Information Technology (IT) courses brings several challenges. Thus, the objective of this work is to present a qualitative analysis of the application of a gamification, adapted for the remote modality, applied in the context of a software quality laboratory about knowledge management. A brief description of the gamified approach is made, followed by the application plan of this proposal. Then, a brief report about the analyzed case study is presented. Soon after, the qualitative evaluation is detailed as well as its results. Finally, conclusions and future work are presented.
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in Harvard Style
Alcantara A. and Oliveira S. (2022). An Application of a Gamification to Knowledge Management Teaching: A Qualitative Evaluation. In Proceedings of the 14th International Conference on Computer Supported Education - Volume 2: CSEDU, ISBN 978-989-758-562-3, pages 489-497. DOI: 10.5220/0011058000003182
in Bibtex Style
@conference{csedu22,
author={Antonilson Alcantara and Sandro Oliveira},
title={An Application of a Gamification to Knowledge Management Teaching: A Qualitative Evaluation},
booktitle={Proceedings of the 14th International Conference on Computer Supported Education - Volume 2: CSEDU,},
year={2022},
pages={489-497},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0011058000003182},
isbn={978-989-758-562-3},
}
in EndNote Style
TY - CONF
JO - Proceedings of the 14th International Conference on Computer Supported Education - Volume 2: CSEDU,
TI - An Application of a Gamification to Knowledge Management Teaching: A Qualitative Evaluation
SN - 978-989-758-562-3
AU - Alcantara A.
AU - Oliveira S.
PY - 2022
SP - 489
EP - 497
DO - 10.5220/0011058000003182