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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Paper Citation


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