Contrato de Aprendizagem

IV. Recursos de Aprendizagem


A formação disponibiliza uma seleção criteriosa de recursos científicos e técnicos, privilegiando fontes atualizadas e de reconhecida qualidade académica. Todos os materiais estão organizados na plataforma digital e são acessíveis em diferentes formatos para acomodar diversos estilos de aprendizagem.

Bibliografia Fundamental

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9-15. https://doi.org/10.1145/2181037.2181040

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. https://www.researchgate.net/publication/273947281_The_gamification_of_learning_and_instruction_Game-based_methods_and_strategies_for_training_and_education_San_Francisco_CA_Pfeiffer

Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference. https://www.researchgate.net/publication/320234774_GAMIFICATION_IN_EDUCATION

TEMA 1 - Fundamentos da Gamificação

  1. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025-3034. https://doi.org/10.1109/HICSS.2014.377
  2. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88. https://www.jstor.org/stable/jeductechsoci.18.3.75

TEMA 2 - Ferramentas e Estratégias

  1. Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media.
  2. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  3. Documentação Genially Educativo - Recursos completos disponíveis em: https://genial.ly/pt/recursos-educativos/

TEMA 3 - Ética Digital e IA

  1. Floridi, L., Cowls, J., Beltrametti, M., Chatila, R., Chazerand, P., Dignum, V., ... & Vayena, E. (2018). AI4People—An ethical framework for a good AI society: Opportunities, risks, principles, and recommendations. Minds and Machines, 28(4), 689-707. https://doi.org/10.1007/s11023-018-9482-5
  2. Vincent-Lancrin, S., & van der Vlies, R. (2020). Trustworthy artificial intelligence (AI) in education: Promises and challenges. OECD Education Working Papers, No. 218. https://doi.org/10.1787/a6c90fa9-en
  3. O'Connor, S., & ChatGPT (2023). Open artificial intelligence platforms in nursing education: Tools for academic progress or abuse? Nurse Education in Practice, 66, 103537. https://doi.org/10.1016/j.nepr.2022.103537

Bibliografia Complementar

  1. Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/IJILT-02-2017-0009
  2. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. Proceedings of the 8th European Conference on Games Based Learning, 50-57.
  3. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006
  4. Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206. https://doi.org/10.1016/j.chb.2018.05.028
  5. Toda, A. M., Valle, P. H., & Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. Communications in Computer and Information Science, 832, 143-156. https://doi.org/10.1007/978-3-319-97934-2_9