Gamification in focus: an experience with the Symbaloo Learning Paths platform in postgraduate
DOI:
https://doi.org/10.5335/rep.v29i2.9641Keywords:
Postgraduate studies. Gamification. MethodologyAbstract
This study presents an experience as a use of gamification from the Symballo Learning Paths platform with Masters and Doctoral students in Education from a public higher education institution (IPES) in the discipline of Educational Digital Resources. To develop this experience, the Augmented Reality feature was used as a support, using QR codes, from the gamification of the content "Introduction to Cyberculture". As a research methodology, a qualitative approach of the experience report type was adopted. The data were collected from the participant observation and the use of a field diary and audiovisual records, then analyzed using the Content Analysis technique. It was possible to conclude that the Symballo Learning Paths platform offered effective support for the development of gamification of the proposed content. In the context of the intervention, the elements of game design provided increased motivation and student engagement, which resulted in a favorable environment for building critical and collaborative knowledge.

