Gamificação na Organização do Conhecimento: análise preliminar de plataformas gamificadas

Authors

  • Deise Sabbag Universidade de São Paulo, Faculdade de Filosofia, Ciências e Letras de Ribeirão Preto, Brasil; Universidade Estadual Paulista (Júlio de Mesquita), Programa de Pós-graduação, Brasil
  • Dayane Teixeira de Sousa Faculdade de Filosofia, Ciências e Letras de Ribeirão Preto, Universidade de São Paulo

DOI:

https://doi.org/10.24208/rebecin.v12.373

Keywords:

Gamification, Knowledge Organization, Platforms, Active Methodologies

Abstract

The present study aimed to analyze educational platforms and their characteristics in search of favorable elements for creating remote gamified activities for higher education students in Library Science and Information Science courses. The methodology used for this study aimed to describe, through comparative analysis, the characteristics present in each of the platforms collected. As a result, it was observed that the gamified platforms analyzed have similarities that include, in addition to the common characteristics of gamification, such as points, competition, interactivity, the possibility of execution on current technological devices, in addition to a user-friendly interface and application in synchronous mode. Some differences were also observed, such as the absence of important elements, the lack of an asynchronous mode in Socrative, or the lack of support for the Portuguese language and cooperation between players in Quizizz, for example, which could be a differentiator considering a more complete platform. It is concluded that the greater the range of options when customizing a gamified platform, the better it will be for teachers to adapt their pedagogical plan if they want to apply gamification. The platforms gathered in this study are just a fraction of the possibilities of choice in a segment that grows and adapts to the global context year after year. Therefore, the most important thing is that the teacher knows the pedagogical needs of his students and, at the same time, knows his own needs as an educator.

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References

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Published

2025-05-19

How to Cite

SABBAG, D.; TEIXEIRA DE SOUSA, D. Gamificação na Organização do Conhecimento: análise preliminar de plataformas gamificadas . Revista Brasileira de Educação em Ciência da Informação, São Paulo, v. 12, n. 1, p. 1–33, 2025. DOI: 10.24208/rebecin.v12.373. Disponível em: https://abecin.emnuvens.com.br/rebecin/article/view/373. Acesso em: 19 may. 2025.

Issue

Section

Artigos de Pesquisa