Criação de um training game: subsídios teóricos e práticos

Detalhes bibliográficos
Autor(a) principal: Uribe, Maria Magdalena Vila
Data de Publicação: 2012
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/18104
Resumo: The growing usage of games in training and development area indicates that organizations demand for changes and new technologies capable of fostering an involving, pleasant and stimulating apprenticeship environment. Meanwhile, every day companies receive more and more collaborators who have grown up in a digital world, full of mobile electronic devices that allow the access to information anytime, anywhere. This dissertation has as its objective to examine both the theoretical and practical subsidies for the creation of a training game in this case, a corporative electronic game at distance modality and is based on a qualitative investigation (using specific bibliography) as well as on the experience of professionals who work in this area (obtained through interviews in order to know how they develop games). After an initial contextualization, the research presents a brief overview of the technological trends in education, the usage of games in corporate training and development area and aligns some of the concepts used in trainings, such as experience, group dynamics, play and game. After that, it refers to perception and interactivity aspects in teaching / learning scope according to the complex thought and investigates authors who deal with games creation, presenting the result of the investigation performed along with the developers of this kind of game in order to understand the market practices. The study of some theoretical and practical aspects for the creation of a training game allow us to understand important criteria in the development of this kind of game, such as how to invest in initial data survey, get to know many different games in order to widen up the view about mechanics and narratives, present a riveting challenge to the players, guarantee that the foreseen mechanics is able to achieve the pedagogical objective of the game and allow that the activity fosters moments of exploration and exchanges, stimulating the collaborative construction of knowledge
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spelling Allegretti, Sônia Maria de Macedohttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4162102J2Uribe, Maria Magdalena Vila2016-04-29T14:23:11Z2012-08-012012-05-17Uribe, Maria Magdalena Vila. Criação de um training game: subsídios teóricos e práticos. 2012. 100 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2012.https://tede2.pucsp.br/handle/handle/18104The growing usage of games in training and development area indicates that organizations demand for changes and new technologies capable of fostering an involving, pleasant and stimulating apprenticeship environment. Meanwhile, every day companies receive more and more collaborators who have grown up in a digital world, full of mobile electronic devices that allow the access to information anytime, anywhere. This dissertation has as its objective to examine both the theoretical and practical subsidies for the creation of a training game in this case, a corporative electronic game at distance modality and is based on a qualitative investigation (using specific bibliography) as well as on the experience of professionals who work in this area (obtained through interviews in order to know how they develop games). After an initial contextualization, the research presents a brief overview of the technological trends in education, the usage of games in corporate training and development area and aligns some of the concepts used in trainings, such as experience, group dynamics, play and game. After that, it refers to perception and interactivity aspects in teaching / learning scope according to the complex thought and investigates authors who deal with games creation, presenting the result of the investigation performed along with the developers of this kind of game in order to understand the market practices. The study of some theoretical and practical aspects for the creation of a training game allow us to understand important criteria in the development of this kind of game, such as how to invest in initial data survey, get to know many different games in order to widen up the view about mechanics and narratives, present a riveting challenge to the players, guarantee that the foreseen mechanics is able to achieve the pedagogical objective of the game and allow that the activity fosters moments of exploration and exchanges, stimulating the collaborative construction of knowledgeA crescente utilização de jogos na área de treinamento e desenvolvimento indica que as organizações demandam por mudanças e novidades tecnológicas capazes de propiciar um ambiente de aprendizagem envolvente, agradável e estimulante. Ao mesmo tempo, cada vez mais as empresas recebem colaboradores que cresceram em um mundo digital, repleto de dispositivos móveis que possibilitam o acesso à informação a qualquer hora e em qualquer lugar. Esta dissertação tem como objetivo examinar os subsídios teóricos e práticos para a criação de um training game jogo eletrônico empresarial na modalidade a distância com base na investigação de cunho qualitativo (utilizando de bibliografia específica), acrescida da experiência de profissionais que atuam na área (obtida por meio de entrevistas para saber como desenvolvem games). Após uma contextualização inicial, o trabalho apresenta um breve panorama das tendências tecnológicas na área de educação, trata do uso de jogos na área de treinamento e desenvolvimento organizacional e alinha conceitos utilizados nos treinamentos, como vivência, dinâmica de grupo, jogo e game. Em seguida, aborda aspectos da percepção e da interatividade no âmbito do ensino / aprendizagem à luz do pensamento complexo e investiga autores que tratam de criação de games, apresentando o resultado da investigação realizada junto a desenvolvedores deste tipo de jogo para conhecer as práticas de mercado. O estudo de alguns aspectos teóricos e práticos para criação de um training game permite alinhavar critérios importantes no desenvolvimento deste tipo de jogo, tais como investir no levantamento inicial de dados, conhecer muitos games para ampliar a visão sobre mecânicas e narrativas, apresentar um desafio instigante para os jogadores, garantir que a mecânica prevista seja capaz de atingir o objetivo pedagógico do game e permitir que a atividade propicie momentos de exploração e de trocas, estimulando a construção conjunta do conhecimentoapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/37088/Maria%20Magdalena%20Vila%20Uribe.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBRFaculdade de Ciências Exatas e TecnologiaEducação corporativaJogo empresarialCriação de gamesTraining gameCorporative educationCorporative gameGame creationTraining gameCNPQ::ENGENHARIASCriação de um training game: subsídios teóricos e práticosinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTMaria Magdalena Vila Uribe.pdf.txtMaria Magdalena Vila Uribe.pdf.txtExtracted texttext/plain183234https://repositorio.pucsp.br/xmlui/bitstream/handle/18104/3/Maria%20Magdalena%20Vila%20Uribe.pdf.txt9ba8505edd115bae1c30deee5ebbb30eMD53ORIGINALMaria Magdalena Vila Uribe.pdfapplication/pdf1702954https://repositorio.pucsp.br/xmlui/bitstream/handle/18104/1/Maria%20Magdalena%20Vila%20Uribe.pdf44b602e7b82e05aaf10062ce9bae98f3MD51THUMBNAILMaria Magdalena Vila Uribe.pdf.jpgMaria Magdalena Vila Uribe.pdf.jpgGenerated Thumbnailimage/jpeg1943https://repositorio.pucsp.br/xmlui/bitstream/handle/18104/2/Maria%20Magdalena%20Vila%20Uribe.pdf.jpgcc73c4c239a4c332d642ba1e7c7a9fb2MD52handle/181042022-06-13 11:17:51.642oai:repositorio.pucsp.br:handle/18104Biblioteca Digital de Teses e Dissertaçõeshttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-06-13T14:17:51Biblioteca Digital de Teses e Dissertações da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false
dc.title.por.fl_str_mv Criação de um training game: subsídios teóricos e práticos
title Criação de um training game: subsídios teóricos e práticos
spellingShingle Criação de um training game: subsídios teóricos e práticos
Uribe, Maria Magdalena Vila
Educação corporativa
Jogo empresarial
Criação de games
Training game
Corporative education
Corporative game
Game creation
Training game
CNPQ::ENGENHARIAS
title_short Criação de um training game: subsídios teóricos e práticos
title_full Criação de um training game: subsídios teóricos e práticos
title_fullStr Criação de um training game: subsídios teóricos e práticos
title_full_unstemmed Criação de um training game: subsídios teóricos e práticos
title_sort Criação de um training game: subsídios teóricos e práticos
author Uribe, Maria Magdalena Vila
author_facet Uribe, Maria Magdalena Vila
author_role author
dc.contributor.advisor1.fl_str_mv Allegretti, Sônia Maria de Macedo
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4162102J2
dc.contributor.author.fl_str_mv Uribe, Maria Magdalena Vila
contributor_str_mv Allegretti, Sônia Maria de Macedo
dc.subject.por.fl_str_mv Educação corporativa
Jogo empresarial
Criação de games
Training game
topic Educação corporativa
Jogo empresarial
Criação de games
Training game
Corporative education
Corporative game
Game creation
Training game
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Corporative education
Corporative game
Game creation
Training game
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description The growing usage of games in training and development area indicates that organizations demand for changes and new technologies capable of fostering an involving, pleasant and stimulating apprenticeship environment. Meanwhile, every day companies receive more and more collaborators who have grown up in a digital world, full of mobile electronic devices that allow the access to information anytime, anywhere. This dissertation has as its objective to examine both the theoretical and practical subsidies for the creation of a training game in this case, a corporative electronic game at distance modality and is based on a qualitative investigation (using specific bibliography) as well as on the experience of professionals who work in this area (obtained through interviews in order to know how they develop games). After an initial contextualization, the research presents a brief overview of the technological trends in education, the usage of games in corporate training and development area and aligns some of the concepts used in trainings, such as experience, group dynamics, play and game. After that, it refers to perception and interactivity aspects in teaching / learning scope according to the complex thought and investigates authors who deal with games creation, presenting the result of the investigation performed along with the developers of this kind of game in order to understand the market practices. The study of some theoretical and practical aspects for the creation of a training game allow us to understand important criteria in the development of this kind of game, such as how to invest in initial data survey, get to know many different games in order to widen up the view about mechanics and narratives, present a riveting challenge to the players, guarantee that the foreseen mechanics is able to achieve the pedagogical objective of the game and allow that the activity fosters moments of exploration and exchanges, stimulating the collaborative construction of knowledge
publishDate 2012
dc.date.available.fl_str_mv 2012-08-01
dc.date.issued.fl_str_mv 2012-05-17
dc.date.accessioned.fl_str_mv 2016-04-29T14:23:11Z
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dc.identifier.citation.fl_str_mv Uribe, Maria Magdalena Vila. Criação de um training game: subsídios teóricos e práticos. 2012. 100 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2012.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/18104
identifier_str_mv Uribe, Maria Magdalena Vila. Criação de um training game: subsídios teóricos e práticos. 2012. 100 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2012.
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