Investigando a aplicação da realidade virtual na educação: vídeo game

Detalhes bibliográficos
Autor(a) principal: Maeda, Jaime Muneo Magalhães
Data de Publicação: 2010
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional do FGV (FGV Repositório Digital)
Texto Completo: http://hdl.handle.net/10438/11040
Resumo: The constant evolution of technology is driving education in new directions, emphasizing the use of new tools, providing an evolution in the teaching and learning. Virtual Reality is already having and will have a definite role in this evolution. This thesis aims to contribute to the understanding of students' perceptions in the city of Curitiba over the use of computers in education. To investigate and interpret such perceptions we will considered the main characteristics of the Baby Boomer Generation and Generation Y with the basic foundations necessary using the concepts of Virtual Reality, Distance Education, Digital Age, including their effects and their possible application in education, to allow the student to discover, explore and build on their own knowledge. We sought to further identify whether the interpretations of virtual reality technology are converging or divergent among students. To achieve the proposed objectives, data collection took place in the form of questionnaires structured for students of primary, secondary and higher education enrolled in school year 2009. The analysis of the data revealed that there is a unanimous convergence between the responses of interviewees and research objectives.
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spelling Maeda, Jaime Muneo MagalhãesEscolas::EBAPEOliveira, Fátima Bayma de2013-08-12T13:08:03Z2013-08-12T13:08:03Z2010MAEDA, Jaime Muneo Magalhães. Investigando a aplicação da realidade virtual na educação: vídeo game. Dissertação (Mestrado em Gestão Empresarial) - FGV - Fundação Getúlio Vargas, Rio de Janeiro, 2010.http://hdl.handle.net/10438/11040The constant evolution of technology is driving education in new directions, emphasizing the use of new tools, providing an evolution in the teaching and learning. Virtual Reality is already having and will have a definite role in this evolution. This thesis aims to contribute to the understanding of students' perceptions in the city of Curitiba over the use of computers in education. To investigate and interpret such perceptions we will considered the main characteristics of the Baby Boomer Generation and Generation Y with the basic foundations necessary using the concepts of Virtual Reality, Distance Education, Digital Age, including their effects and their possible application in education, to allow the student to discover, explore and build on their own knowledge. We sought to further identify whether the interpretations of virtual reality technology are converging or divergent among students. To achieve the proposed objectives, data collection took place in the form of questionnaires structured for students of primary, secondary and higher education enrolled in school year 2009. The analysis of the data revealed that there is a unanimous convergence between the responses of interviewees and research objectives.A evolução constante da tecnologia está impulsionando a educação para novos rumos, enfatizando a utilização de novas ferramentas, propiciando uma evolução no processo de ensino/aprendizagem. A Realidade Virtual terá e já está tendo um papel definitivo nessa evolução. A presente dissertação visa contribuir para o entendimento das percepções dos estudantes da cidade de Curitiba sobre o uso dos computadores na educação. Para investigar e interpretar tais percepções foram consideradas as principais características das Geração Boomer e Geração Y e os alicerces básicos necessários para a utilização dos conceitos de Realidade Virtual, Educação a Distância, Era Digital, seus efeitos e sua possível aplicação na educação, de modo a permitir que o estudante descubra, explore e construa o seu próprio conhecimento. Buscou-se ainda identificar se as interpretações sobre a tecnologia de Realidade Virtual são convergentes ou divergentes entre os estudantes. Para atingir os objetivos propostos, a coleta de dados se deu a partir da aplicação de questionários estruturados a estudantes do ensino fundamental, médio e superior, matriculados no ano letivo de 2009. A análise dos dados revelou haver uma convergência unânime entre as respostas dos entrevistados e os objetivos da pesquisa.porTodo cuidado foi dispensado para respeitar os direitos autorais deste trabalho. Entretanto, caso esta obra aqui depositada seja protegida por direitos autorais externos a esta instituição, contamos com a compreensão do autor e solicitamos que o mesmo faça contato através do Fale Conosco para que possamos tomar as providências cabíveis.info:eu-repo/semantics/openAccessInvestigando a aplicação da realidade virtual na educação: vídeo gameinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisAdministração de empresasRealidade virtual na educaçãoreponame:Repositório Institucional do FGV (FGV Repositório Digital)instname:Fundação Getulio Vargas (FGV)instacron:FGVORIGINALDissertacao ver final.pdfDissertacao ver final.pdfapplication/pdf8043477https://repositorio.fgv.br/bitstreams/4f3fd77c-4f10-4063-9ab0-9c255a1167b0/download7f9254965d41dd4dd907d5eb4af96923MD51LICENSElicense.txtlicense.txttext/plain; charset=utf-84707https://repositorio.fgv.br/bitstreams/c28b30da-b455-44ba-8855-2a825628bcfd/downloaddfb340242cced38a6cca06c627998fa1MD52TEXTDissertacao ver 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dc.title.por.fl_str_mv Investigando a aplicação da realidade virtual na educação: vídeo game
title Investigando a aplicação da realidade virtual na educação: vídeo game
spellingShingle Investigando a aplicação da realidade virtual na educação: vídeo game
Maeda, Jaime Muneo Magalhães
Administração de empresas
Realidade virtual na educação
title_short Investigando a aplicação da realidade virtual na educação: vídeo game
title_full Investigando a aplicação da realidade virtual na educação: vídeo game
title_fullStr Investigando a aplicação da realidade virtual na educação: vídeo game
title_full_unstemmed Investigando a aplicação da realidade virtual na educação: vídeo game
title_sort Investigando a aplicação da realidade virtual na educação: vídeo game
author Maeda, Jaime Muneo Magalhães
author_facet Maeda, Jaime Muneo Magalhães
author_role author
dc.contributor.unidadefgv.por.fl_str_mv Escolas::EBAPE
dc.contributor.author.fl_str_mv Maeda, Jaime Muneo Magalhães
dc.contributor.advisor1.fl_str_mv Oliveira, Fátima Bayma de
contributor_str_mv Oliveira, Fátima Bayma de
dc.subject.area.por.fl_str_mv Administração de empresas
topic Administração de empresas
Realidade virtual na educação
dc.subject.bibliodata.por.fl_str_mv Realidade virtual na educação
description The constant evolution of technology is driving education in new directions, emphasizing the use of new tools, providing an evolution in the teaching and learning. Virtual Reality is already having and will have a definite role in this evolution. This thesis aims to contribute to the understanding of students' perceptions in the city of Curitiba over the use of computers in education. To investigate and interpret such perceptions we will considered the main characteristics of the Baby Boomer Generation and Generation Y with the basic foundations necessary using the concepts of Virtual Reality, Distance Education, Digital Age, including their effects and their possible application in education, to allow the student to discover, explore and build on their own knowledge. We sought to further identify whether the interpretations of virtual reality technology are converging or divergent among students. To achieve the proposed objectives, data collection took place in the form of questionnaires structured for students of primary, secondary and higher education enrolled in school year 2009. The analysis of the data revealed that there is a unanimous convergence between the responses of interviewees and research objectives.
publishDate 2010
dc.date.issued.fl_str_mv 2010
dc.date.accessioned.fl_str_mv 2013-08-12T13:08:03Z
dc.date.available.fl_str_mv 2013-08-12T13:08:03Z
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dc.identifier.citation.fl_str_mv MAEDA, Jaime Muneo Magalhães. Investigando a aplicação da realidade virtual na educação: vídeo game. Dissertação (Mestrado em Gestão Empresarial) - FGV - Fundação Getúlio Vargas, Rio de Janeiro, 2010.
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10438/11040
identifier_str_mv MAEDA, Jaime Muneo Magalhães. Investigando a aplicação da realidade virtual na educação: vídeo game. Dissertação (Mestrado em Gestão Empresarial) - FGV - Fundação Getúlio Vargas, Rio de Janeiro, 2010.
url http://hdl.handle.net/10438/11040
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