This research aims to evaluate the effectiveness of gamification platforms as a strategy for the engagement of students from the 8th year of elementary school in Brazil. We chose two badging platforms - ClassDojo and ClassBadges - to be evaluated based on 7 different criteria. The main objectives were to generate involvement among individual and particular situations, increasing the interest, engagement and efficiency while performing a specific task. We observed the behavior of 61 students from an elementary public school in Brazil as part of our field research. Data were collected using observation, semi-structured interviews and questionnaires. Quantitative data were statistically analyzed using a multivariate technique known as cluster analysis. The results allowed us to classify students in 4 distinct groups and showed that students who received more rewards from the teacher got significantly better average performances. Cluster analysis was used to classify student engagement.Students with low engagement can be stimulated to do this activities through gamification techniques.Engagement indicators were identified and may be useful for future research in the area.Teacher participations is absolutely necessary to create experiences that include game mechanics for students.The objectives to be achieved in the classroom should be adherent with the mechanics of games.
['Luma da Rocha Seixas', 'A. Gomes', 'Ivanildo José de Melo Filho']
Effectiveness of gamification in the engagement of students