Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física

Detalhes bibliográficos
Autor(a) principal: Ana Sofia da Silva Cruz
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/130797
Resumo: The introduction of multimedia tools in higher education allowed different methodologies to emerge, such as micro-learning, mobile learning and gamification. These complementary tools are introduced with the aim of involving students in learning, in order to monitor their progress, and to increase their retention of concepts. The objective of this thesis is to evaluate the impact of these methodologies on academic performance and the students' attitude towards the use of micro-learning on mobile devices and gamification in their learning process, with the motivation of creating a mobile gamified app for the specific context of engineering education. The study was carried out with students from the Physics Course Unit of the Integrated Master in Electrical and Computer Engineering, at the Faculty of Engineering of the University of Porto. The Kahoot gamified platform was used during classes for self-assessment of basic concepts of different subjects covered in the Physics program and, in a second phase, after the end of classes, as a study aid for exams. In this last phase, cognitive and affective questions were integrated into the Kahoots themselves in order to collect student feedback regarding the adopted learning methodology. The study was carried out during the Covid-19 pandemic, in which face-to-face classes were replaced by online classes, making a consequent study relevant to assess the impact on the variables analyzed in the context of distance learning.
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spelling Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na FísicaOutras ciências da engenharia e tecnologiasOther engineering and technologiesThe introduction of multimedia tools in higher education allowed different methodologies to emerge, such as micro-learning, mobile learning and gamification. These complementary tools are introduced with the aim of involving students in learning, in order to monitor their progress, and to increase their retention of concepts. The objective of this thesis is to evaluate the impact of these methodologies on academic performance and the students' attitude towards the use of micro-learning on mobile devices and gamification in their learning process, with the motivation of creating a mobile gamified app for the specific context of engineering education. The study was carried out with students from the Physics Course Unit of the Integrated Master in Electrical and Computer Engineering, at the Faculty of Engineering of the University of Porto. The Kahoot gamified platform was used during classes for self-assessment of basic concepts of different subjects covered in the Physics program and, in a second phase, after the end of classes, as a study aid for exams. In this last phase, cognitive and affective questions were integrated into the Kahoots themselves in order to collect student feedback regarding the adopted learning methodology. The study was carried out during the Covid-19 pandemic, in which face-to-face classes were replaced by online classes, making a consequent study relevant to assess the impact on the variables analyzed in the context of distance learning.2020-11-052020-11-05T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/130797TID:202597300porAna Sofia da Silva Cruzinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T14:04:31Zoai:repositorio-aberto.up.pt:10216/130797Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:54:04.420191Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
title Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
spellingShingle Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
Ana Sofia da Silva Cruz
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
title_full Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
title_fullStr Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
title_full_unstemmed Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
title_sort Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física
author Ana Sofia da Silva Cruz
author_facet Ana Sofia da Silva Cruz
author_role author
dc.contributor.author.fl_str_mv Ana Sofia da Silva Cruz
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description The introduction of multimedia tools in higher education allowed different methodologies to emerge, such as micro-learning, mobile learning and gamification. These complementary tools are introduced with the aim of involving students in learning, in order to monitor their progress, and to increase their retention of concepts. The objective of this thesis is to evaluate the impact of these methodologies on academic performance and the students' attitude towards the use of micro-learning on mobile devices and gamification in their learning process, with the motivation of creating a mobile gamified app for the specific context of engineering education. The study was carried out with students from the Physics Course Unit of the Integrated Master in Electrical and Computer Engineering, at the Faculty of Engineering of the University of Porto. The Kahoot gamified platform was used during classes for self-assessment of basic concepts of different subjects covered in the Physics program and, in a second phase, after the end of classes, as a study aid for exams. In this last phase, cognitive and affective questions were integrated into the Kahoots themselves in order to collect student feedback regarding the adopted learning methodology. The study was carried out during the Covid-19 pandemic, in which face-to-face classes were replaced by online classes, making a consequent study relevant to assess the impact on the variables analyzed in the context of distance learning.
publishDate 2020
dc.date.none.fl_str_mv 2020-11-05
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