Reflecting on the value of gamification for the teaching and learning process

Authors

DOI:

https://doi.org/10.24979/ambiente.v1i1.954

Keywords:

Gamification, Higher education, Pedagogical value

Abstract

This text focuses on the value of gamification as an alternative pedagogical strategy to the way in which the teaching and learning process is traditionally organized, particularly in higher education. A strategy which aims to respond to the problem of students' strong demotivation, largely due to the markedly uniform and standardized way as the curriculum is worked there. Although learning through gamification is presented as an option that can make the experience of learning at the university itself much more interesting, appealing and personalized, the text ends, as a counterpoint, with a brief discussion on the horizons and limits of this novel form of think and design learning.

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Author Biography

  • Fernando Albuquerque Costa, , Instituto de Educação da Universidade de Lisboa

    Fernando Albuquerque Costa (PhD) is professor and researcher in the area of Educational Technology at theInstitute of Education of the University of Lisbon, where he integrates the I&D Research Unity (UIDEF). Heteaches at the University of Lisbon since 1988, until 2008 at the Faculty of Psychology and EducationalSciences. Currently he is the academic director of the Master’s degree in Education and Training (e-Learningand Distance Learning), coordinating the Degree in Education and Training as well. His main research interests are related with Curriculum and Digital Technology and with Innovation of Educational Practices andLearning Processes, having addressed in these areas 6 doctoral theses (7 ongoing), 5 post-doctorates, 2sandwich doctorates, and 40 academic master’s theses. At the international level, Fernando coordinated so far the Portuguese teams of different European research projects in the area of pedagogical use of ICT, including projects about evaluation of educational multimedia, about innovative teaching practices, about electronic portfolios and teachers professional development, about teachers’ aids on creating content for learning environments, and about the development of digital competences of adult educators. At the national level, for the Ministry of Education, he was the coordinator of i) the Distance Learning Project forItinerant Students; ii) the national study about ICT Teachers Competencies, and iii) the Learning OutcomesProject in the area of ICT for Students. More recently he coordinated two I&D projects, both aiming fosteringthe integration of ICT in teachers’ and students’ practice, and one another aiming to promote digital literacy ofadults. Currently, Fernando integrates the research team of the project Game Course - Improving CollegeLearning with Gamification. Fernando has more than one hundred of publications (www.researchgate.net/profile/Fernando_Costa10), being member of the editorial board of several scientific international journals, as the Digital Education Review (http://revistes.ub.edu/index.php/der), and co-director of the first scientific online journal on the field of ICT in education and training published in Portugal.

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Published

2021-09-22

How to Cite

Reflecting on the value of gamification for the teaching and learning process. Ambiente: Gestão e Desenvolvimento, [S. l.], v. 1, n. 1, p. 39–51, 2021. DOI: 10.24979/ambiente.v1i1.954. Disponível em: https://periodicos.uerr.edu.br/index.php/ambiente/article/view/954. Acesso em: 11 mar. 2026.

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