Abstract (EN):
During the first two decades of the new millennium, interactive digital games have found in the educational field a context of significant application. The purpose of this article is to systematize and analyze the scientific literature that studies the mechanics, implications, and effects of two categories of videogames: games primarily designed for entertainment and commercialization (commercial off-the-shelf games) and serious games in the context of learning and development of specific skills. We developed a synthesis of the unintentional educational character of the former and the factors that make them so attractive, so that these characteristics may in the future be considered in the process of developing games with educational intent. The present systematic review of scientific literature synthesizes the state of the art of knowledge in the fields of Education and Computer Science (2017-2021). Empirical evidence revealing the potential of gamification of learning environments is presented. Results that add value to this debate are also described and discussed, allowing the identification of limitations in this research and suggestions for future investigations. Copyright © 2022 (Morais Vieira, Assunção Silva, Vicente). Licensed under the Creative Commons Attribution-NonCommercial Generic (cc by-nc)
Language:
Portuguese
Type (Professor's evaluation):
Scientific