A gamification no ensino superior: projeto aplicado como incentivo na educação
Autor(a) principal: | |
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Data de Publicação: | 2020 |
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/23506 |
Resumo: | A research has the general objective or study of a gamification project applied to higher education, using narration concepts. The process occurs through semantic exercise applications, conducted with students in the first and second period of a Digital Games course. Data collection will be performed through bibliographical research, academic papers and articles. One of the reasons for this proposal is the lack of research on the practical way to relate gamification actions with higher education. Today, research related to the topic of gamification, carried out by professionals in the area to serve students of elementary and high school. However, it found few studies that were conducted, having as object of study the students of higher education. Taking into account that these students go through the whole process of learning in higher education, where the engagement should be as intense as in the coming years. Students in this learning period should try the most active way and thus reach the most prepared and fit job market. In fact, studies with these objects of study are still limited. This research seeks to answer the following question: can gamification be an engaging tool for higher education? How can communicational productions generated from the concept of digital narratives bring more selected and musical elements? The methodology was based on a qualitative research through data collection instruments, interviews and records, and provides information on the registration of students who study during the research period. It took place from February to June and August to December 2019. Studies related to the subject also had problems with theses and dissertations. The theoretical references that support this research are the concepts of gamification, game development (NOVAK, 2010) and reality in game (MCGONIGAL, 2012; SCHELL, 2011). The context of this investigation involves spaces for research, teaching and extension of institutions where researchers and partners operate. The expected result of this research is the development of a gamified project for higher education, taking as reference the previous studies and the theoretical references addressed |
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Hildebrand, Hermes Renatohttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4316988U6Medeiros, Renato Alexandre de2021-03-09T14:03:00Z2020-11-13Medeiros, Renato Alexandre de. A gamification no ensino superior: projeto aplicado como incentivo na educação. 2020. 96 f. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020.https://tede2.pucsp.br/handle/handle/23506A research has the general objective or study of a gamification project applied to higher education, using narration concepts. The process occurs through semantic exercise applications, conducted with students in the first and second period of a Digital Games course. Data collection will be performed through bibliographical research, academic papers and articles. One of the reasons for this proposal is the lack of research on the practical way to relate gamification actions with higher education. Today, research related to the topic of gamification, carried out by professionals in the area to serve students of elementary and high school. However, it found few studies that were conducted, having as object of study the students of higher education. Taking into account that these students go through the whole process of learning in higher education, where the engagement should be as intense as in the coming years. Students in this learning period should try the most active way and thus reach the most prepared and fit job market. In fact, studies with these objects of study are still limited. This research seeks to answer the following question: can gamification be an engaging tool for higher education? How can communicational productions generated from the concept of digital narratives bring more selected and musical elements? The methodology was based on a qualitative research through data collection instruments, interviews and records, and provides information on the registration of students who study during the research period. It took place from February to June and August to December 2019. Studies related to the subject also had problems with theses and dissertations. The theoretical references that support this research are the concepts of gamification, game development (NOVAK, 2010) and reality in game (MCGONIGAL, 2012; SCHELL, 2011). The context of this investigation involves spaces for research, teaching and extension of institutions where researchers and partners operate. The expected result of this research is the development of a gamified project for higher education, taking as reference the previous studies and the theoretical references addressedA pesquisa tem como objetivo geral o estudo de um projeto de Gamification aplicado ao ensino superior, utilizando conceitos de storytelling. O processo acontece por meio de aplicações de exercícios semanais, realizados com alunos do primeiro e segundo período de um curso de Jogos Digitais. O levantamento de dados será realizado por meio de pesquisas bibliográficas, trabalhos acadêmicos e artigos. Uma das justificativas desta proposta é a escassez de pesquisas realizadas de maneira prática que relacionam as ações de gamification com o ensino superior. Hoje encontramos pesquisas referentes ao tema da gamification, realizadas por profissionais da área para atender aos alunos do ensino básico e médio. Porém, encontramos poucos estudos que foram realizados, tendo como objeto de estudo alunos do ensino superior. Levando em consideração que estes alunos passam por todo o processo de aprendizagem no ensino superior onde o engajamento deveria ser tão intenso como nos anos seguintes. Os estudantes desse período de aprendizagem deveriam se esforçar de maneira mais ativa e, assim, chegariam ao mercado de trabalho mais preparados e aptos. De fato, as pesquisas com esses objetos de estudo ainda são limitados. A presente investigação busca responder a seguinte questão: a gamification pode ser uma ferramenta engajadora para o ensino superior? As produções comunicacionais geradas a partir do conceito de narrativas digitais podem trazer elementos mais significativos e lúdicos? A metodologia foi realizada com base em uma pesquisa qualitativa, por meio de instrumentos de coleta de dados, entrevistas e relatórios, afim de adquirir informações sobre o envolvimento dos respectivos alunos durante o período da pesquisa. Ela aconteceu nos meses de fevereiro a junho e de agosto a dezembro de 2019. Os estudos relacionados ao tema proposto tiveram também buscas em teses e dissertações. Os referenciais teóricos que sustentam esta investigação são os conceitos de gamification, o desenvolvimento de games (NOVAK, 2010) e a realidade em jogo (MCGONIGAL, 2012; SCHELL, 2011). O contexto desta investigação envolve espaços de pesquisa, ensino e extensão das instituições onde os pesquisadores e parceiros atuam. O resultado esperado com essa pesquisa é o desenvolvimento de um projeto gamificado para o ensino superior, tomando como referência os estudos anteriores e as referenciais teóricos abordadasapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/53288/Renato%20Alexandre%20de%20Medeiros.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Desenvolvimento de Jogos DigitaisPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaJogosJogos digitaisGamificatioStorytellingGameDigital gamesGamificationStorytellingCNPQ::ENGENHARIASA gamification no ensino superior: projeto aplicado como incentivo na educaçãoinfo: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_SPTEXTRenato Alexandre de Medeiros.pdf.txtRenato Alexandre de Medeiros.pdf.txtExtracted texttext/plain136621https://repositorio.pucsp.br/xmlui/bitstream/handle/23506/5/Renato%20Alexandre%20de%20Medeiros.pdf.txte8c3c51dc7ce3874cd4ae757aa2e2cefMD55ORIGINALRenato Alexandre de Medeiros.pdfRenato Alexandre de Medeiros.pdfapplication/pdf4275005https://repositorio.pucsp.br/xmlui/bitstream/handle/23506/2/Renato%20Alexandre%20de%20Medeiros.pdf6816b630ee8b26d193efbca5fa2c9f29MD52LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv |
A gamification no ensino superior: projeto aplicado como incentivo na educação |
title |
A gamification no ensino superior: projeto aplicado como incentivo na educação |
spellingShingle |
A gamification no ensino superior: projeto aplicado como incentivo na educação Medeiros, Renato Alexandre de Jogos Jogos digitais Gamificatio Storytelling Game Digital games Gamification Storytelling CNPQ::ENGENHARIAS |
title_short |
A gamification no ensino superior: projeto aplicado como incentivo na educação |
title_full |
A gamification no ensino superior: projeto aplicado como incentivo na educação |
title_fullStr |
A gamification no ensino superior: projeto aplicado como incentivo na educação |
title_full_unstemmed |
A gamification no ensino superior: projeto aplicado como incentivo na educação |
title_sort |
A gamification no ensino superior: projeto aplicado como incentivo na educação |
author |
Medeiros, Renato Alexandre de |
author_facet |
Medeiros, Renato Alexandre de |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Hildebrand, Hermes Renato |
dc.contributor.authorLattes.fl_str_mv |
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4316988U6 |
dc.contributor.author.fl_str_mv |
Medeiros, Renato Alexandre de |
contributor_str_mv |
Hildebrand, Hermes Renato |
dc.subject.por.fl_str_mv |
Jogos Jogos digitais Gamificatio Storytelling |
topic |
Jogos Jogos digitais Gamificatio Storytelling Game Digital games Gamification Storytelling CNPQ::ENGENHARIAS |
dc.subject.eng.fl_str_mv |
Game Digital games Gamification Storytelling |
dc.subject.cnpq.fl_str_mv |
CNPQ::ENGENHARIAS |
description |
A research has the general objective or study of a gamification project applied to higher education, using narration concepts. The process occurs through semantic exercise applications, conducted with students in the first and second period of a Digital Games course. Data collection will be performed through bibliographical research, academic papers and articles. One of the reasons for this proposal is the lack of research on the practical way to relate gamification actions with higher education. Today, research related to the topic of gamification, carried out by professionals in the area to serve students of elementary and high school. However, it found few studies that were conducted, having as object of study the students of higher education. Taking into account that these students go through the whole process of learning in higher education, where the engagement should be as intense as in the coming years. Students in this learning period should try the most active way and thus reach the most prepared and fit job market. In fact, studies with these objects of study are still limited. This research seeks to answer the following question: can gamification be an engaging tool for higher education? How can communicational productions generated from the concept of digital narratives bring more selected and musical elements? The methodology was based on a qualitative research through data collection instruments, interviews and records, and provides information on the registration of students who study during the research period. It took place from February to June and August to December 2019. Studies related to the subject also had problems with theses and dissertations. The theoretical references that support this research are the concepts of gamification, game development (NOVAK, 2010) and reality in game (MCGONIGAL, 2012; SCHELL, 2011). The context of this investigation involves spaces for research, teaching and extension of institutions where researchers and partners operate. The expected result of this research is the development of a gamified project for higher education, taking as reference the previous studies and the theoretical references addressed |
publishDate |
2020 |
dc.date.issued.fl_str_mv |
2020-11-13 |
dc.date.accessioned.fl_str_mv |
2021-03-09T14:03:00Z |
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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masterThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
Medeiros, Renato Alexandre de. A gamification no ensino superior: projeto aplicado como incentivo na educação. 2020. 96 f. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020. |
dc.identifier.uri.fl_str_mv |
https://tede2.pucsp.br/handle/handle/23506 |
identifier_str_mv |
Medeiros, Renato Alexandre de. A gamification no ensino superior: projeto aplicado como incentivo na educação. 2020. 96 f. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020. |
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Pontifícia Universidade Católica de São Paulo |
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Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais |
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PUC-SP |
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Brasil |
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Faculdade de Ciências Exatas e Tecnologia |
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Pontifícia Universidade Católica de São Paulo |
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