Gamification in professional learning: a framework for armored vehicle identification instruction
DOI:
https://doi.org/10.37779/nt.v26i2.5335Abstract
Gamification of activities is a trend in modern teaching. The use of game elements in education has been the subject of investigation in several studies, presenting positive results. This article aims to explore the most commonly used game elements in activities aimed at higher professional education, as well as to present a model for the gamification of a computer-based training software for armored vehicle identification. Thus, to achieve this objective, a bibliographic review was used, resulting in 44 (forty-four) game elements and 12 (twelve) implementation models surveyed. Finally, it was observed that there are a variety of approaches to the gamification of a teaching activity, which led to the structuring of a script for the gamification of an armored vehicle instruction, to be used in professional military education.
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