Jogos pervasivo para o ensino

Detalhes bibliográficos
Autor(a) principal: João Miguel Polónia Pascoal Faria
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://repositorio-aberto.up.pt/handle/10216/106178
Resumo: Teaching is a complex process that requires a high degree of effort and motivation, particularly in STEM areas such as programming. Several teaching methodologies have been developed in order to increase students' motivation. In this work, we propose a solution based on pervasive games that make learning more fun and adapts to the context of the student. This solution is composed of an authoring tool for the teacher, a mobile location-based game and a server that provides integration of both. This dissertation falls within the scope of the European project BEACONING (Breaking educational barriers with contextualized pervasive and gameful learning), which aims to enhance learning through gamification methods and pervasive games, adapted to each student, in order to enable a learning process "anywhere and at any time.". The present dissertation will focus on the development of the authoring tool that enables the teacher to gamify lesson plans and to adapt them to different locations and students. Since the focus of BEACONING is the STEM area, a gamified lesson plan for the teaching of introductory programming was developed. This plan is going to merge one game narrative to a mix of mini-games and will be capable of enhancing the defined learning objectives. A specific mini-game for programming was developed in order to provide an automatic assessment of programs developed in the scope of the game. In this case study, the developed game for the teaching of programming will be playable on mobile devices and web, and its narrative is based on adventure and location-based games. Preliminary tests were developed with students from the Master in Informatics, in order to assess the potential of this approach to the courses in Introductory programming. We have also conducted another focus group to explore the potential of this solution in other STEM areas.
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spelling Jogos pervasivo para o ensinoEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringTeaching is a complex process that requires a high degree of effort and motivation, particularly in STEM areas such as programming. Several teaching methodologies have been developed in order to increase students' motivation. In this work, we propose a solution based on pervasive games that make learning more fun and adapts to the context of the student. This solution is composed of an authoring tool for the teacher, a mobile location-based game and a server that provides integration of both. This dissertation falls within the scope of the European project BEACONING (Breaking educational barriers with contextualized pervasive and gameful learning), which aims to enhance learning through gamification methods and pervasive games, adapted to each student, in order to enable a learning process "anywhere and at any time.". The present dissertation will focus on the development of the authoring tool that enables the teacher to gamify lesson plans and to adapt them to different locations and students. Since the focus of BEACONING is the STEM area, a gamified lesson plan for the teaching of introductory programming was developed. This plan is going to merge one game narrative to a mix of mini-games and will be capable of enhancing the defined learning objectives. A specific mini-game for programming was developed in order to provide an automatic assessment of programs developed in the scope of the game. In this case study, the developed game for the teaching of programming will be playable on mobile devices and web, and its narrative is based on adventure and location-based games. Preliminary tests were developed with students from the Master in Informatics, in order to assess the potential of this approach to the courses in Introductory programming. We have also conducted another focus group to explore the potential of this solution in other STEM areas.2017-07-122017-07-12T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/106178TID:201804590porJoão Miguel Polónia Pascoal Fariainfo: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:RCAAP2023-11-29T15:06:40Zoai:repositorio-aberto.up.pt:10216/106178Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:15:51.159380Repositório 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 Jogos pervasivo para o ensino
title Jogos pervasivo para o ensino
spellingShingle Jogos pervasivo para o ensino
João Miguel Polónia Pascoal Faria
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Jogos pervasivo para o ensino
title_full Jogos pervasivo para o ensino
title_fullStr Jogos pervasivo para o ensino
title_full_unstemmed Jogos pervasivo para o ensino
title_sort Jogos pervasivo para o ensino
author João Miguel Polónia Pascoal Faria
author_facet João Miguel Polónia Pascoal Faria
author_role author
dc.contributor.author.fl_str_mv João Miguel Polónia Pascoal Faria
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description Teaching is a complex process that requires a high degree of effort and motivation, particularly in STEM areas such as programming. Several teaching methodologies have been developed in order to increase students' motivation. In this work, we propose a solution based on pervasive games that make learning more fun and adapts to the context of the student. This solution is composed of an authoring tool for the teacher, a mobile location-based game and a server that provides integration of both. This dissertation falls within the scope of the European project BEACONING (Breaking educational barriers with contextualized pervasive and gameful learning), which aims to enhance learning through gamification methods and pervasive games, adapted to each student, in order to enable a learning process "anywhere and at any time.". The present dissertation will focus on the development of the authoring tool that enables the teacher to gamify lesson plans and to adapt them to different locations and students. Since the focus of BEACONING is the STEM area, a gamified lesson plan for the teaching of introductory programming was developed. This plan is going to merge one game narrative to a mix of mini-games and will be capable of enhancing the defined learning objectives. A specific mini-game for programming was developed in order to provide an automatic assessment of programs developed in the scope of the game. In this case study, the developed game for the teaching of programming will be playable on mobile devices and web, and its narrative is based on adventure and location-based games. Preliminary tests were developed with students from the Master in Informatics, in order to assess the potential of this approach to the courses in Introductory programming. We have also conducted another focus group to explore the potential of this solution in other STEM areas.
publishDate 2017
dc.date.none.fl_str_mv 2017-07-12
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