PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES

Detalhes bibliográficos
Autor(a) principal: SZABÓ JÚNIOR, ADALBERTO MOHAI
Data de Publicação: 2020
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da METODISTA
Texto Completo: http://tede.metodista.br/jspui/handle/tede/2019
Resumo: This research aims to analyze the insertion of gamification in the curriculum of higher education, considering its challenges and possibilities. What justifies this study from the academic point of view is the fact that, although the number of publications dealing with the object of study in this work has grown exponentially in recent years, what was evidenced during the mapping carried out in different sources, having as reference the period between 2015 and 2020, there are still teachers who may not be using such concepts in their classes because they do not know how they can be incorporated. This research seeks to answer the following problematic question: how can games and gamification encourage the engagement of higher education students? This study considers the impression that games and gamification can be used to promote student engagement, placing them as active agents. We opted for the field research methodology, of qualitative nature, of the exploratory type, based on bibliographic data, photographic records, interviews, and questionnaires. For the review of previous studies, we considered the period from 2015 to 2018 of dissertations and theses of the Bank of Theses and Dissertations of the Coordination for the Improvement of Higher Education Personnel (CAPES), of the Bank of Theses and Dissertations of the Methodist University of São Paulo ( UMESP) and the Brazilian Digital Library of Theses and Dissertations (BDTD). The theoretical framework that supports this work is, among others, the concept of game (HUIZINGA, 2000; MCGONIGAL, 2012 and CAILLOIS, 2017) and gamification (BURKE, 2015; ALVES, 2015 and BOLLER and KAPP, 2018). The research context involves teachers and students from a private higher education institution and, among the results found, the identification of gamification practices stands out, respecting the specificities of each circumstance, as well as their challenges and possibilities.
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spelling André, Claudio FernandoJosgrilberg, Fabio BotelhoSouza , Vitor Chaves deMarques, Angelo Eduardo BattistiniTabares , ValentinaSZABÓ JÚNIOR, ADALBERTO MOHAI2021-01-20T19:41:44Z2020-09-18SZABÓ JÚNIOR, ADALBERTO MOHAI. PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES. 2020. 179 folhas. Tese( Educacao) - Universidade Metodista de Sao Paulo, Sao Bernardo do Campo.http://tede.metodista.br/jspui/handle/tede/2019This research aims to analyze the insertion of gamification in the curriculum of higher education, considering its challenges and possibilities. What justifies this study from the academic point of view is the fact that, although the number of publications dealing with the object of study in this work has grown exponentially in recent years, what was evidenced during the mapping carried out in different sources, having as reference the period between 2015 and 2020, there are still teachers who may not be using such concepts in their classes because they do not know how they can be incorporated. This research seeks to answer the following problematic question: how can games and gamification encourage the engagement of higher education students? This study considers the impression that games and gamification can be used to promote student engagement, placing them as active agents. We opted for the field research methodology, of qualitative nature, of the exploratory type, based on bibliographic data, photographic records, interviews, and questionnaires. For the review of previous studies, we considered the period from 2015 to 2018 of dissertations and theses of the Bank of Theses and Dissertations of the Coordination for the Improvement of Higher Education Personnel (CAPES), of the Bank of Theses and Dissertations of the Methodist University of São Paulo ( UMESP) and the Brazilian Digital Library of Theses and Dissertations (BDTD). The theoretical framework that supports this work is, among others, the concept of game (HUIZINGA, 2000; MCGONIGAL, 2012 and CAILLOIS, 2017) and gamification (BURKE, 2015; ALVES, 2015 and BOLLER and KAPP, 2018). The research context involves teachers and students from a private higher education institution and, among the results found, the identification of gamification practices stands out, respecting the specificities of each circumstance, as well as their challenges and possibilities.Esta pesquisa tem como objetivo geral analisar a inserção da gamificação no currículo do ensino superior, levando-se em consideração os seus desafios e possibilidades. O que justifica este estudo, do ponto de vista acadêmico, é o fato de que, embora o número de publicações que versam sobre o tema deste trabalho tenha crescido exponencialmente, nos últimos anos, o que foi evidenciado durante o mapeamento realizado em diferentes fontes, tendo como referência o período compreendido entre 2015 e 2020, ainda existem docentes que podem não estar utilizando tais conceitos em suas aulas por não saberem de que forma possam ser incorporados. Esta pesquisa busca responder a seguinte questão problematizadora: de que forma os games e a gamificação podem fomentar o engajamento dos alunos do ensino superior? Este estudo leva em consideração a impressão de que os games e a gamificação podem ser usados para promover o engajamento dos alunos, colocando-os na condição de agentes ativos. Optamos pela metodologia da pesquisa de campo, de natureza qualitativa, do tipo exploratória, com base em dados bibliográficos, registros fotográficos, entrevistas e questionários. Para a revisão de estudos anteriores, consideramos o período de 2015 a 2018 de dissertações e teses do Banco de Teses e Dissertações da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES), do Banco de Teses e Dissertações da Universidade Metodista de São Paulo (UMESP) e da Biblioteca Digital Brasileira de Teses e Dissertações (BDTD). O referencial teórico que sustenta este trabalho é, entre outros, o conceito de game (HUIZINGA, 2000; MCGONIGAL, 2012 e CAILLOIS, 2017) e de gamificação (BURKE, 2015; ALVES, 2015 e BOLLER e KAPP, 2018). O contexto da pesquisa envolve professores e alunos de uma instituição de ensino superior particular e, dentre os resultados encontrados, destaca-se a identificação das práticas de gamificação, respeitando-se as especificidades de cada circunstância, bem como os seus desafios e possibilidadesSubmitted by Noeme Timbo (noeme.timbo@metodista.br) on 2021-01-20T19:41:44Z No. of bitstreams: 1 Adalberto junior 2 (Revisada).pdf: 3842936 bytes, checksum: 72f5a8aadb82ae5f07be28f43e45f227 (MD5)Made available in DSpace on 2021-01-20T19:41:44Z (GMT). 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dc.title.por.fl_str_mv PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
dc.title.alternative.eng.fl_str_mv TEACHING PERCEPTIONS ON THE USE OF GAMES AND GAMIFICATION IN HIGHER EDUCATION: CHALLENGES AND POSSIBILITIES
title PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
spellingShingle PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
SZABÓ JÚNIOR, ADALBERTO MOHAI
Educação; Game; Gamificação; Ensino Superior
Education; Game; Gamification; Higher Education
CIENCIAS HUMANAS::EDUCACAO
title_short PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
title_full PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
title_fullStr PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
title_full_unstemmed PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
title_sort PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES
author SZABÓ JÚNIOR, ADALBERTO MOHAI
author_facet SZABÓ JÚNIOR, ADALBERTO MOHAI
author_role author
dc.contributor.advisor1.fl_str_mv André, Claudio Fernando
dc.contributor.referee1.fl_str_mv Josgrilberg, Fabio Botelho
dc.contributor.referee2.fl_str_mv Souza , Vitor Chaves de
dc.contributor.referee3.fl_str_mv Marques, Angelo Eduardo Battistini
dc.contributor.referee4.fl_str_mv Tabares , Valentina
dc.contributor.author.fl_str_mv SZABÓ JÚNIOR, ADALBERTO MOHAI
contributor_str_mv André, Claudio Fernando
Josgrilberg, Fabio Botelho
Souza , Vitor Chaves de
Marques, Angelo Eduardo Battistini
Tabares , Valentina
dc.subject.por.fl_str_mv Educação; Game; Gamificação; Ensino Superior
topic Educação; Game; Gamificação; Ensino Superior
Education; Game; Gamification; Higher Education
CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv Education; Game; Gamification; Higher Education
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::EDUCACAO
description This research aims to analyze the insertion of gamification in the curriculum of higher education, considering its challenges and possibilities. What justifies this study from the academic point of view is the fact that, although the number of publications dealing with the object of study in this work has grown exponentially in recent years, what was evidenced during the mapping carried out in different sources, having as reference the period between 2015 and 2020, there are still teachers who may not be using such concepts in their classes because they do not know how they can be incorporated. This research seeks to answer the following problematic question: how can games and gamification encourage the engagement of higher education students? This study considers the impression that games and gamification can be used to promote student engagement, placing them as active agents. We opted for the field research methodology, of qualitative nature, of the exploratory type, based on bibliographic data, photographic records, interviews, and questionnaires. For the review of previous studies, we considered the period from 2015 to 2018 of dissertations and theses of the Bank of Theses and Dissertations of the Coordination for the Improvement of Higher Education Personnel (CAPES), of the Bank of Theses and Dissertations of the Methodist University of São Paulo ( UMESP) and the Brazilian Digital Library of Theses and Dissertations (BDTD). The theoretical framework that supports this work is, among others, the concept of game (HUIZINGA, 2000; MCGONIGAL, 2012 and CAILLOIS, 2017) and gamification (BURKE, 2015; ALVES, 2015 and BOLLER and KAPP, 2018). The research context involves teachers and students from a private higher education institution and, among the results found, the identification of gamification practices stands out, respecting the specificities of each circumstance, as well as their challenges and possibilities.
publishDate 2020
dc.date.issued.fl_str_mv 2020-09-18
dc.date.accessioned.fl_str_mv 2021-01-20T19:41:44Z
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dc.identifier.citation.fl_str_mv SZABÓ JÚNIOR, ADALBERTO MOHAI. PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES. 2020. 179 folhas. Tese( Educacao) - Universidade Metodista de Sao Paulo, Sao Bernardo do Campo.
dc.identifier.uri.fl_str_mv http://tede.metodista.br/jspui/handle/tede/2019
identifier_str_mv SZABÓ JÚNIOR, ADALBERTO MOHAI. PERCEPÇÕES DOCENTES SOBRE O USO DE GAMES E GAMIFICAÇÃO NO ENSINO SUPERIOR: DESAFIOS E POSSIBILIDADES. 2020. 179 folhas. Tese( Educacao) - Universidade Metodista de Sao Paulo, Sao Bernardo do Campo.
url http://tede.metodista.br/jspui/handle/tede/2019
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dc.publisher.program.fl_str_mv Educacao
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dc.publisher.department.fl_str_mv Educacao:Programa de Pos Graduacao em Educacao
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