This paper explores the potential of the educational gamification platform known as SCORE as a novel solution to address challenges related to student disengagement and the increasing preference for gaming. Faced with observed disinterest among first-year Computer Engineering students, particularly intensified during the Covid-19 era, the study advocates for integrating the educational gamification platform to create a dynamic and engaging learning environment. SCORE is presented as an innovative alternative to conventional teaching methods, fostering deeper understanding and motivation among students. Positioned to catalyze holistic student development, encompassing critical thinking and problem-solving skills, SCORE emerges as a leading player in the evolving landscape of educational gamification. The document provides a comprehensive overview of the motivating factors for this investigation, laying the groundwork for a detailed analysis of SCORE and the role of educational games in effective teaching methods. Anticipated outcomes encompass enriched pedagogical practices and a solid foundation for future research endeavors. Positioned as one among many alternatives, SCORE contributes to the ongoing discourse on innovative teaching methods, offering valuable insights for educators and researchers exploring ways to enhance the learning experience. With the evolution of technology, SCORE, alongside other educational games, aims to take a significant step forward in academic terms, enabling students to achieve the best possible results while remaining motivated in their academic journey.

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Toward a Gamified Learning Environment: Exploring the Evolution of Educational Games Through SCORE

  • Pedro Oliveira,
  • Tiago Pinto,
  • Arsénio Reis,
  • Tânia Rocha,
  • João Barroso

摘要

This paper explores the potential of the educational gamification platform known as SCORE as a novel solution to address challenges related to student disengagement and the increasing preference for gaming. Faced with observed disinterest among first-year Computer Engineering students, particularly intensified during the Covid-19 era, the study advocates for integrating the educational gamification platform to create a dynamic and engaging learning environment. SCORE is presented as an innovative alternative to conventional teaching methods, fostering deeper understanding and motivation among students. Positioned to catalyze holistic student development, encompassing critical thinking and problem-solving skills, SCORE emerges as a leading player in the evolving landscape of educational gamification. The document provides a comprehensive overview of the motivating factors for this investigation, laying the groundwork for a detailed analysis of SCORE and the role of educational games in effective teaching methods. Anticipated outcomes encompass enriched pedagogical practices and a solid foundation for future research endeavors. Positioned as one among many alternatives, SCORE contributes to the ongoing discourse on innovative teaching methods, offering valuable insights for educators and researchers exploring ways to enhance the learning experience. With the evolution of technology, SCORE, alongside other educational games, aims to take a significant step forward in academic terms, enabling students to achieve the best possible results while remaining motivated in their academic journey.