Gamificação na gestão de atividades em projetos

Detalhes bibliográficos
Autor(a) principal: Almeida, Daniel Anselmo de
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da Uninove
Texto Completo: http://bibliotecatede.uninove.br/handle/tede/3153
Resumo: The insertion of gamification presents positive results in several areas such as education, health and business, including being applied in project management. The application of gamification can provide greater engagement and increase the motivation of those involved, which can also reflect in better project performance. Within this scenario, the management of activities in projects is a critical process, which presents problems in the association of resources with activities, as well as in the engagement and motivation of those involved. In this sense, the adoption of gamification can be considered as a tool to solve these problems. Based on what was presented, this dissertation aimed to describe how gamification can improve the process of associating a resource with the activity in the management of project activities. With regard to methodological procedures, a strategy based on a qualitative approach was applied using a focus group, participant observation, semi-structured interviews and document analysis. The methodological procedures are distributed in four stages, being the conception stage with the application of the focus group. The Homologation stage with a pre-test session. The validation stage was carried out through semi-structured interviews. The application stage was contemplated by a single case study, where the developed tool was applied. As a result of the analysis of the 19 frameworks studied in this research, a new framework for inserting gamification in general contexts was presented. Finally, a framework was presented specifically for the insertion of gamification in project activity management. In addition, the findings of this research demonstrated that the insertion of gamification in the management of project activities was beneficial, improving the motivation, engagement, performance and collaboration of project members. The contribution of this research is related to the use of a tool, conceived based on the concepts of gamification, to help project managers in managing project activities. At the end of the research, it can be said that the tool applied for the insertion of gamification in the management of activities in projects promoted an improvement in the performance of resources in the planning and execution phase of the project, bringing more agility in the process of creating schedules and in the feedback process for the project team.
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spelling Silva, Luciano Ferreira dahttp://lattes.cnpq.br/3790925273077368Silva, Luciano Ferreira dahttp://lattes.cnpq.br/3790925273077368Vils, Leonardohttp://lattes.cnpq.br/3969955798466284Medeiros Júnior, Josué Vitor dehttp://lattes.cnpq.br/5623264732330013http://lattes.cnpq.br/3628539062524946Almeida, Daniel Anselmo de2023-05-09T18:40:53Z2022-12-05Almeida, Daniel Anselmo de. Gamificação na gestão de atividades em projetos. 2022. 95 f. Dissertação( Programa de Pós-Graduação em Gestão de Projetos) - Universidade Nove de Julho, São Paulo.http://bibliotecatede.uninove.br/handle/tede/3153The insertion of gamification presents positive results in several areas such as education, health and business, including being applied in project management. The application of gamification can provide greater engagement and increase the motivation of those involved, which can also reflect in better project performance. Within this scenario, the management of activities in projects is a critical process, which presents problems in the association of resources with activities, as well as in the engagement and motivation of those involved. In this sense, the adoption of gamification can be considered as a tool to solve these problems. Based on what was presented, this dissertation aimed to describe how gamification can improve the process of associating a resource with the activity in the management of project activities. With regard to methodological procedures, a strategy based on a qualitative approach was applied using a focus group, participant observation, semi-structured interviews and document analysis. The methodological procedures are distributed in four stages, being the conception stage with the application of the focus group. The Homologation stage with a pre-test session. The validation stage was carried out through semi-structured interviews. The application stage was contemplated by a single case study, where the developed tool was applied. As a result of the analysis of the 19 frameworks studied in this research, a new framework for inserting gamification in general contexts was presented. Finally, a framework was presented specifically for the insertion of gamification in project activity management. In addition, the findings of this research demonstrated that the insertion of gamification in the management of project activities was beneficial, improving the motivation, engagement, performance and collaboration of project members. The contribution of this research is related to the use of a tool, conceived based on the concepts of gamification, to help project managers in managing project activities. At the end of the research, it can be said that the tool applied for the insertion of gamification in the management of activities in projects promoted an improvement in the performance of resources in the planning and execution phase of the project, bringing more agility in the process of creating schedules and in the feedback process for the project team.A inserção da gamificação apresenta resultados positivos em diversas áreas como educação, saúde e negócios, inclusive sendo aplicada na gestão de projetos. A aplicação de gamificação pode proporcionar um maior engajamento e aumento na motivação dos envolvidos, o que também pode refletir em um melhor desempenho dos projetos. Dentro deste cenário, a gestão das atividades em projetos é um processo crítico, que apresenta problemas na associação de recursos com as atividades, bem como no engajamento e motivação dos envolvidos. Neste sentido, a adoção da gamificação pode ser considerada como uma ferramenta para solucionar estes problemas. Com base no que foi apresentado, esta dissertação adotou como objetivo descrever como a gamificação pode aprimorar o processo de associação de um recurso com a atividade no gerenciamento das atividades do projeto. Com relação aos procedimentos metodológicos foi aplicada uma estratégia baseada na abordagem qualitativa com o uso de grupo focal, observação participante, entrevistas semiestruturadas e análise documental. Os procedimentos metodológicos estão distribuídos em quatro estágios, sendo o estágio de concepção com a aplicação do grupo focal. O estágio de Homologação com uma sessão de pré-teste. O estágio de validação realizado por meio de entrevistas semiestruturadas. O estágio de aplicação foi contemplado por um estudo de caso único, onde foi aplicado a ferramenta desenvolvida. Como resultado da análise dos 19 frameworks estudados nesta pesquisa foi apresentado um novo framework para inserção da gamificação em contextos gerais. Por fim, foi apresentado um framework especificamente para inserção da gamificação em gestão de atividades em projetos. Além disso, os achados desta pesquisa demonstraram que a inserção da gamificação na gestão de atividades em projetos foi benéfica, aprimorando a motivação, engajamento, desempenho e colaboração dos membros do projeto. A contribuição desta pesquisa está relacionada ao uso de uma ferramenta, concebida com base nos conceitos de gamificação, para auxiliar os gerentes de projetos na gestão de atividades dos projetos. Ao final da pesquisa pode-se dizer que a ferramenta aplicada para a inserção da gamificação na gestão de atividades em projetos promoveu uma melhora no desempenho dos recursos na fase de planejamento e execução do projeto, trazendo mais agilidade no processo de criação dos cronogramas e no processo de feedback para o time do projeto.Submitted by Nadir Basilio (nadirsb@uninove.br) on 2023-05-09T18:40:53Z No. of bitstreams: 1 Daniel Anselmo de Almeida.pdf: 2133359 bytes, checksum: 417e48e231b7df658b3b6f321f2840ce (MD5)Made available in DSpace on 2023-05-09T18:40:53Z (GMT). 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dc.title.por.fl_str_mv Gamificação na gestão de atividades em projetos
dc.title.alternative.eng.fl_str_mv Gamification in the management of activities in projects
title Gamificação na gestão de atividades em projetos
spellingShingle Gamificação na gestão de atividades em projetos
Almeida, Daniel Anselmo de
gamificação
gerenciamento de projetos
jogos
engajamento
atividades
motivação
projetos
gamification
project management
games
engagement
activity
motivation
projects
CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
title_short Gamificação na gestão de atividades em projetos
title_full Gamificação na gestão de atividades em projetos
title_fullStr Gamificação na gestão de atividades em projetos
title_full_unstemmed Gamificação na gestão de atividades em projetos
title_sort Gamificação na gestão de atividades em projetos
author Almeida, Daniel Anselmo de
author_facet Almeida, Daniel Anselmo de
author_role author
dc.contributor.advisor1.fl_str_mv Silva, Luciano Ferreira da
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/3790925273077368
dc.contributor.referee1.fl_str_mv Silva, Luciano Ferreira da
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/3790925273077368
dc.contributor.referee2.fl_str_mv Vils, Leonardo
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/3969955798466284
dc.contributor.referee3.fl_str_mv Medeiros Júnior, Josué Vitor de
dc.contributor.referee3Lattes.fl_str_mv http://lattes.cnpq.br/5623264732330013
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/3628539062524946
dc.contributor.author.fl_str_mv Almeida, Daniel Anselmo de
contributor_str_mv Silva, Luciano Ferreira da
Silva, Luciano Ferreira da
Vils, Leonardo
Medeiros Júnior, Josué Vitor de
dc.subject.por.fl_str_mv gamificação
gerenciamento de projetos
jogos
engajamento
atividades
motivação
projetos
topic gamificação
gerenciamento de projetos
jogos
engajamento
atividades
motivação
projetos
gamification
project management
games
engagement
activity
motivation
projects
CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
dc.subject.eng.fl_str_mv gamification
project management
games
engagement
activity
motivation
projects
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
description The insertion of gamification presents positive results in several areas such as education, health and business, including being applied in project management. The application of gamification can provide greater engagement and increase the motivation of those involved, which can also reflect in better project performance. Within this scenario, the management of activities in projects is a critical process, which presents problems in the association of resources with activities, as well as in the engagement and motivation of those involved. In this sense, the adoption of gamification can be considered as a tool to solve these problems. Based on what was presented, this dissertation aimed to describe how gamification can improve the process of associating a resource with the activity in the management of project activities. With regard to methodological procedures, a strategy based on a qualitative approach was applied using a focus group, participant observation, semi-structured interviews and document analysis. The methodological procedures are distributed in four stages, being the conception stage with the application of the focus group. The Homologation stage with a pre-test session. The validation stage was carried out through semi-structured interviews. The application stage was contemplated by a single case study, where the developed tool was applied. As a result of the analysis of the 19 frameworks studied in this research, a new framework for inserting gamification in general contexts was presented. Finally, a framework was presented specifically for the insertion of gamification in project activity management. In addition, the findings of this research demonstrated that the insertion of gamification in the management of project activities was beneficial, improving the motivation, engagement, performance and collaboration of project members. The contribution of this research is related to the use of a tool, conceived based on the concepts of gamification, to help project managers in managing project activities. At the end of the research, it can be said that the tool applied for the insertion of gamification in the management of activities in projects promoted an improvement in the performance of resources in the planning and execution phase of the project, bringing more agility in the process of creating schedules and in the feedback process for the project team.
publishDate 2022
dc.date.issued.fl_str_mv 2022-12-05
dc.date.accessioned.fl_str_mv 2023-05-09T18:40:53Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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dc.identifier.citation.fl_str_mv Almeida, Daniel Anselmo de. Gamificação na gestão de atividades em projetos. 2022. 95 f. Dissertação( Programa de Pós-Graduação em Gestão de Projetos) - Universidade Nove de Julho, São Paulo.
dc.identifier.uri.fl_str_mv http://bibliotecatede.uninove.br/handle/tede/3153
identifier_str_mv Almeida, Daniel Anselmo de. Gamificação na gestão de atividades em projetos. 2022. 95 f. Dissertação( Programa de Pós-Graduação em Gestão de Projetos) - Universidade Nove de Julho, São Paulo.
url http://bibliotecatede.uninove.br/handle/tede/3153
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dc.publisher.none.fl_str_mv Universidade Nove de Julho
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Gestão de Projetos
dc.publisher.initials.fl_str_mv UNINOVE
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Administração
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