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1

Oliveira, Wilk, and Ig Ibert Bittencourt. Tailored Gamification to Educational Technologies. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-32-9812-5.

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2

Gamification: Concepts, methodologies, tools, and applications. Hershey, PA: Information Science Reference, 2015.

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3

Tlili, Ahmed, and Maiga Chang, eds. Data Analytics Approaches in Educational Games and Gamification Systems. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-32-9335-9.

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4

The gamification of higher education: Developing a game-based business strategy in a disrupted marketplace. New York City, NY: Palgrave Macmillan, 2014.

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5

The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.

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6

Reiners, Torsten, and Lincoln C. Wood, eds. Gamification in Education and Business. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-10208-5.

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7

Kim, Sangkyun, Kibong Song, Barbara Lockee, and John Burton. Gamification in Learning and Education. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-47283-6.

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8

Niman, Neil B. The Gamification of Higher Education. New York: Palgrave Macmillan US, 2014. http://dx.doi.org/10.1057/9781137331465.

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9

author, Petroski Andy, ed. Alternate reality games: Gamification for performance. Boca Raton: CRC Press, 2016.

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10

Bishop, Jonathan. Gamification for human factors integration: Social, education, and psychological issues. Hershey, PA: Information Science Reference, 2014.

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11

Bittencourt, Ig Ibert, and Wilk Oliveira. Tailored Gamification to Educational Technologies. Springer, 2019.

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12

Reiners, Torsten, and Lincoln C. Wood. Gamification in Education and Business. Springer, 2016.

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13

Chang, Maiga, and Ahmed Tlili. Data Analytics Approaches in Educational Games and Gamification Systems. Springer, 2019.

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14

Kapp, Karl M. Gamification of Learning and Instruction Fieldbook: Ideas into Practice. Center for Creative Leadership, 2013.

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15

The Gamification Of Learning And Instruction Fieldbook Ideas Into Practice. John Wiley & Sons Inc, 2014.

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16

Game On!: Gamification, Gameful Design, and the Rise of the Gamer Educator. Johns Hopkins University Press, 2017.

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17

Costello, Robert. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities. IGI Global, 2020.

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18

Costello, Robert. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities. IGI Global, 2020.

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19

Routledge, Helen. Why games are good for business: How to leverage the power of serious games, gamification and simulations. 2016.

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20

Oliveira, Eduardo Gasperoni de, Fernanda Pereira da Silva, Monica Roberta Devai Dias, Adriana Aparecida de Lima Terçariol, Agnaldo Keiti Higuchi, Amanda Fernandes da Fonseca, Ana Paula Bacchiega Prestes, et al. Cultura digital no contexto educacional: Um olhar entre tendências e desafios para o século XXI. Brazil Publishing, 2021. http://dx.doi.org/10.31012/978-65-5861-399-2.

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Digital Culture is conceived as all kinds of knowledge, habits, values and skills acquired by human beings that are built and shared in the digital environment. In this sense, the collection Digital Culture in the Educational Context: a view between trends and challenges for the 21st century brings relevant theoretical and empirical notes around what the National Common Curricular Base – BNCC – whose competence is to stimulate the critical use of technological resources, inserting both educators and students in pedagogical practices in order to learn and dominate the digital universe. The first part of the work is dedicated to Theoretical Approaches, bringing notes about Media Education with the pandemic period and what has impacted the educational scenario, both in student learning and in the performance of teaching professionals. Therefore, the reader is asked: If remote education is educational chloroquine? It also brings relevant considerations about Information and Communication Technologies applied to Distance Education and Hybrid Education, such as: Literacy in Mathematics, as well as the use of computers and gamification combined with education. Finally, with the Digital Universe, it brings an alert regarding the impacts of cyberbullying. Entitled Narratives of Experiences, the second part of the collection covers various teaching experiences with respect to the Digital Age. Among them, in elementary school, it brings challenges in the process of Literacy and Literacy practices and the teaching perception in relation to Specialized Educational Service. Considerations are made about various pedagogical resources in times of adversity. Among them: the Youtube channel of storytelling, collaborating with the reinvention of teachers in Elementary Education; and, in Higher Education, the relevance of Hybrid Education the joint application of Sole and the Google Classroom. In addition to the teaching experience, finally, testimony of the dilemmas and challenges of managerial activity in the school segment of Early Childhood Education are brought up
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21

Berkeley, Sheri. Gamification and Social Networks in Education. Edited by Uğur Bakan. MacroWorld, 2021. http://dx.doi.org/10.15340/978-625-00-0106-6.

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22

Gibbons, William. Gamifying Classical Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0011.

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This chapter addresses the ways in which classical music lends itself to gamification, a pervasive trend in contemporary culture in which aspects of games are applied to non-game activities to encourage desired behaviors. The chapter presents two case studies of recent mobile applications that illustrate different approaches to the gamification of classical music. The first of these discusses the Young Person’s Guide to the Orchestra, an app that updates traditional, and problematic, approaches to music education, namely, music appreciation. The second case study considers Steve Reich’s Clapping Music, an app that embraces the interactivity of games to blur the lines between education and musical performance.
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23

Kim, Sangkyun, Kibong Song, Barbara Lockee, and Burton John. Gamification in Learning and Education: Enjoy Learning Like Gaming. Springer, 2018.

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24

Gamification and Advanced Technology to Enhance Motivation in Education. MDPI, 2020. http://dx.doi.org/10.3390/books978-3-03936-971-3.

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25

Geroimenko, Vladimir. Augmented Reality Games II: The Gamification of Education, Medicine and Art. Springer, 2019.

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26

Beaven, Tita, and Fernando Rosell-Aguilar, eds. Innovative language pedagogy report. Research-publishing.net, 2021. http://dx.doi.org/10.14705/rpnet.2021.50.9782490057863.

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The Innovative Language Pedagogy Report presents new and emerging approaches to language teaching, learning, and assessment in school, further education, and higher education settings. Researchers and practitioners provide 22 research-informed, short articles on their chosen pedagogy, with examples and resources. The report is jargon-free, written in a readable format, and covers, among others, gamification, open badges, comparative judgement, translanguaging, translation, learning without a teacher, and dialogue facilitation. It also includes technologies such as chatbots, augmented reality, automatic speech recognition, digital corpora, and LMOOCs, as well as pedagogical innovations around virtual exchange, digital storytelling, technology-facilitated oral homework, and TeachMeets.
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27

Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Center for Creative Leadership, 2012.

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28

Kapp, Karl M. Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Center for Creative Leadership, 2012.

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29

Kapp, Karl M. Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Center for Creative Leadership, 2012.

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30

Niman, N. The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace. Palgrave Macmillan, 2014.

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