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2016 | OriginalPaper | Chapter

Gamification in Education Through Design Thinking

Authors : Graziela Sombrio, Leonardo Enrico Schimmelpfeng, Vânia Ribas Ulbricht, Vilma Villarouco

Published in: Design, User Experience, and Usability: Novel User Experiences

Publisher: Springer International Publishing

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Abstract

When thinking of inclusive education, it is necessary to consider that schools and teachers must utilize appropriate didactical materials that suit the students’ needs. For some subjects, such as Geometry, the vision is the most utilized sense. However, as much as it is an important sense that helps to understand the concepts better, it can become an obstacle when the student has a visual disability. The same thing occurs with hearing disability when utilizing learning objects that contain multimedia resources. The main purpose of this work is to discuss the creation of a gamified object of accessible learning that presents the principles of design thinking. In order to achieve this goal, a literature review has been made, mainly focused on accessibility, gamification and design thinking, considering the accessibility guidelines for LOs presented by Macedo. As a result, besides the initially proposed objectives, it was also possible to relate the concepts approached by the Theory of Flow.

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Footnotes
1
MOOBI is an accessible VLE (Virtual Learning Environment) that has been being developed by the group WebGD PPEGC/UFSC, and is available in http://​webgd.​egc.​ufsc.​br/​.
 
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Metadata
Title
Gamification in Education Through Design Thinking
Authors
Graziela Sombrio
Leonardo Enrico Schimmelpfeng
Vânia Ribas Ulbricht
Vilma Villarouco
Copyright Year
2016
DOI
https://doi.org/10.1007/978-3-319-40355-7_30