Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes

Detalhes bibliográficos
Autor(a) principal: Alexandra Isabel da Palma Rosa
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/145093
Resumo: It's very common nowadays for individuals to resort to mobile phones in order to obtain some help and guidance in their daily basis tasks and actions. This study is focused on how a simple mobile APP from the University of Porto could help and give assistance to some of the needs that the students may have during their academic journey. In this investigation, the first step was analyzing a set of elements that are considered relevant to the conception and design of the application, considering the challenges that are experienced on the daily basis by students. This step also involved a deeper understanding and comprehension of how an application can aid the life of a university student in some aspects, such as the fast access to information, a better integration, and how gamification can be a part of that. There was also the analysis and research of some applications that were directly aimed at students, as well as an analysis of some national mobile applications that already exist for university students. It was also required to address some integration questions, since it is intended for the app to work as an integration element, such as the gamification ones. In order to materialize students' focus and their experience, the research proceeded with the development of semi-structured interviews with 12 different students, which already had frequented 8 faculties from the University of Porto, to listen to their experiences and retrieve some feedback or advice regarding the existence of this type of mobile application, and to find out which functionalities are considered essential for this application. Right after the transcription and analysis of the interviews feedback, a prototype of the mobile application was elaborated, which explicitly and intentionally looked to integrate the information gathered by the Porto's University students during the interviews. This prototype was further tested. This investigation provides arguments in favor of a potential use of a gamified application from the University of Porto to help some of the students' needs for a greater ease of access to information and academic integration.
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spelling Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantesOutras ciências da engenharia e tecnologiasOther engineering and technologiesIt's very common nowadays for individuals to resort to mobile phones in order to obtain some help and guidance in their daily basis tasks and actions. This study is focused on how a simple mobile APP from the University of Porto could help and give assistance to some of the needs that the students may have during their academic journey. In this investigation, the first step was analyzing a set of elements that are considered relevant to the conception and design of the application, considering the challenges that are experienced on the daily basis by students. This step also involved a deeper understanding and comprehension of how an application can aid the life of a university student in some aspects, such as the fast access to information, a better integration, and how gamification can be a part of that. There was also the analysis and research of some applications that were directly aimed at students, as well as an analysis of some national mobile applications that already exist for university students. It was also required to address some integration questions, since it is intended for the app to work as an integration element, such as the gamification ones. In order to materialize students' focus and their experience, the research proceeded with the development of semi-structured interviews with 12 different students, which already had frequented 8 faculties from the University of Porto, to listen to their experiences and retrieve some feedback or advice regarding the existence of this type of mobile application, and to find out which functionalities are considered essential for this application. Right after the transcription and analysis of the interviews feedback, a prototype of the mobile application was elaborated, which explicitly and intentionally looked to integrate the information gathered by the Porto's University students during the interviews. This prototype was further tested. This investigation provides arguments in favor of a potential use of a gamified application from the University of Porto to help some of the students' needs for a greater ease of access to information and academic integration.2022-10-072022-10-07T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/145093TID:203162668porAlexandra Isabel da Palma Rosainfo: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:RCAAP2023-11-29T12:43:58Zoai:repositorio-aberto.up.pt:10216/145093Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:25:37.312470Repositório 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 Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
title Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
spellingShingle Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
Alexandra Isabel da Palma Rosa
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
title_full Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
title_fullStr Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
title_full_unstemmed Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
title_sort Uma app móvel gamificada para a Universidade a partir das experiências e propostas dos estudantes
author Alexandra Isabel da Palma Rosa
author_facet Alexandra Isabel da Palma Rosa
author_role author
dc.contributor.author.fl_str_mv Alexandra Isabel da Palma Rosa
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 It's very common nowadays for individuals to resort to mobile phones in order to obtain some help and guidance in their daily basis tasks and actions. This study is focused on how a simple mobile APP from the University of Porto could help and give assistance to some of the needs that the students may have during their academic journey. In this investigation, the first step was analyzing a set of elements that are considered relevant to the conception and design of the application, considering the challenges that are experienced on the daily basis by students. This step also involved a deeper understanding and comprehension of how an application can aid the life of a university student in some aspects, such as the fast access to information, a better integration, and how gamification can be a part of that. There was also the analysis and research of some applications that were directly aimed at students, as well as an analysis of some national mobile applications that already exist for university students. It was also required to address some integration questions, since it is intended for the app to work as an integration element, such as the gamification ones. In order to materialize students' focus and their experience, the research proceeded with the development of semi-structured interviews with 12 different students, which already had frequented 8 faculties from the University of Porto, to listen to their experiences and retrieve some feedback or advice regarding the existence of this type of mobile application, and to find out which functionalities are considered essential for this application. Right after the transcription and analysis of the interviews feedback, a prototype of the mobile application was elaborated, which explicitly and intentionally looked to integrate the information gathered by the Porto's University students during the interviews. This prototype was further tested. This investigation provides arguments in favor of a potential use of a gamified application from the University of Porto to help some of the students' needs for a greater ease of access to information and academic integration.
publishDate 2022
dc.date.none.fl_str_mv 2022-10-07
2022-10-07T00:00:00Z
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