DUNGEONS & SOILS: The journey through the content of Physical Indexes

Detalhes bibliográficos
Autor(a) principal: Dantas, Gabriel Assumpção Firmo
Data de Publicação: 2023
Outros Autores: Azêvedo, Hellen Sandra Freires da Silva, Azevedo, José Marlo Araújo de, Freitas, Fernanda Lima de
Tipo de documento: preprint
Idioma: por
Título da fonte: SciELO Preprints
Texto Completo: https://preprints.scielo.org/index.php/scielo/preprint/view/6547
Resumo: This article is a suggestion of gamified practice, derived from previous articles which explored the difficulties of students with the content of Physical Indexes, the history of games, gamification as a methodological alternative and the elaboration of a script for the creation of games. Thus, with the bibliographic reference previously explored, it culminated in a methodology for the application of the content through a gamified practice. In this way, the methodology used was the use of a script for the creation of games, followed by the creation of a script for the application of gamified practices in which qualitative research was used through the use of forms and interpretation of the players' speeches, to arrive at discussions of such a gamified practice. Due to the pandemic, the game was adapted for use in part online. The results and discussions discuss the creative processes that guided the creation of the game (pedagogical need, type of game, genre, levels, goal, dynamics, mechanics, elements, scoring and rewards) and the report of its application within the teaching process and learning with the alternatives created for the distance model and its application, in part, in person. After the application, the players' responses are collected, and a discussion of the results is held. In the end, the conclusions showed the potential of gamified practice, as a complement to traditional classes, motivating and engaging students in an alternative and playful way, motivating students to want to learn.
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spelling DUNGEONS & SOILS: The journey through the content of Physical IndexesDUNGEONS & SOILS: El viaje por el contenido de Índices FísicosDUNGEONS & SOILS: A jornada pelo conteúdo de Índices FísicosEducação profissional e tecnológicaGameJogoLúdicoMecânica dos SolosProfessional and technological educationGameLudicSoil mechanicsEducación profesional y tecnológicaGameJuegoLúdicoMecánica de suelosThis article is a suggestion of gamified practice, derived from previous articles which explored the difficulties of students with the content of Physical Indexes, the history of games, gamification as a methodological alternative and the elaboration of a script for the creation of games. Thus, with the bibliographic reference previously explored, it culminated in a methodology for the application of the content through a gamified practice. In this way, the methodology used was the use of a script for the creation of games, followed by the creation of a script for the application of gamified practices in which qualitative research was used through the use of forms and interpretation of the players' speeches, to arrive at discussions of such a gamified practice. Due to the pandemic, the game was adapted for use in part online. The results and discussions discuss the creative processes that guided the creation of the game (pedagogical need, type of game, genre, levels, goal, dynamics, mechanics, elements, scoring and rewards) and the report of its application within the teaching process and learning with the alternatives created for the distance model and its application, in part, in person. After the application, the players' responses are collected, and a discussion of the results is held. In the end, the conclusions showed the potential of gamified practice, as a complement to traditional classes, motivating and engaging students in an alternative and playful way, motivating students to want to learn.Este artículo es una sugerencia de práctica gamificada, derivada de artículos anteriores que exploraron las dificultades de los estudiantes con el contenido de Índices Físicos, la historia de los juegos, la gamificación como alternativa metodológica y la elaboración de un guía para la creación de juegos. Así, con la referencia bibliográfica previamente explorada, culminó en una metodología de aplicación de los contenidos a través de una práctica gamificada. De esta forma, la metodología utilizada fue el uso de un guía para la creación de juegos, seguido de la creación de un guía para la aplicación de prácticas gamificadas en el que se empleó una investigación cualitativa mediante el uso de formas e interpretación de los discursos de los jugadores, para llegar a discusiones de tal práctica gamificada. Debido a la pandemia, el juego se adaptó para su uso en parte en línea. Los resultados y discusiones discuten los procesos creativos que orientaron la creación del juego (necesidad pedagógica, tipo de juego, género, niveles, objetivo, dinámica, mecánica, elementos, puntuación y recompensas) y el relato de su aplicación en el proceso de enseñanza y aprendizaje con las alternativas creadas para el modelo a distancia y su aplicación, en parte, presencial. Después de la aplicación, se recopilan las respuestas de los jugadores y se lleva a cabo una discusión de los resultados. Al final, las conclusiones mostraron el potencial de la práctica gamificada, como complemento a las clases tradicionales, motivando e involucrando a los estudiantes de una manera alternativa y lúdica, motivando a los estudiantes a querer aprender.O presente artigo é uma sugestão de prática gamificada, oriunda de artigos anteriores os quais foram exploradas as dificuldades dos alunos com o conteúdo de Índices Físicos, a história dos jogos, a gamificação como uma alternativa metodológica e a elaboração de um roteiro para a criação de jogos. Assim, com o referencial bibliográfico já previamente explorado, culminou-se em uma metodologia para a aplicação do conteúdo por meio de uma prática gamificada. Desta maneira, a metodologia utilizada foi a utilização de um roteiro para a criação de jogos, seguido pela criação de um roteiro para a aplicação das práticas gamificadas no qual se utilizaram de uma pesquisa qualitativa por meio da utilização de formulários e interpretação das falas dos jogadores, para se chegar às discussões de tal prática gamificada. Devido à pandemia, houve uma adaptação do jogo para a utilização em parte online. Nos resultados e discussões são discutidos os processos criativos que balizaram a criação do jogo (necessidade pedagógica, tipo de jogo, gênero, níveis, meta, dinâmica, mecânica, elementos, escore e recompensas) e o relato de sua aplicação dentro do processo de ensino e aprendizagem com as alternativas criadas para o modelo à distância e a sua aplicação, em parte, presencialmente. Após a aplicação são coletadas as respostas dos jogadores e feita uma discussão dos resultados. Ao fim, as conclusões mostraram a potencialidade da prática gamificada, como complemento às aulas tradicionais, motivando e engajado os alunos de forma alternativa e lúdica, motivando os alunos a quererem aprender.SciELO PreprintsSciELO PreprintsSciELO Preprints2023-08-10info:eu-repo/semantics/preprintinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://preprints.scielo.org/index.php/scielo/preprint/view/654710.1590/SciELOPreprints.6547porhttps://preprints.scielo.org/index.php/scielo/article/view/6547/12441Copyright (c) 2023 Gabriel Assumpção Firmo Dantas, Hellen Sandra Freires da Silva Azêvedo, José Marlo Araújo de Azevedo, Fernanda Lima de Freitashttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDantas, Gabriel Assumpção FirmoAzêvedo, Hellen Sandra Freires da SilvaAzevedo, José Marlo Araújo deFreitas, Fernanda Lima dereponame:SciELO Preprintsinstname:Scientific Electronic Library Online (SCIELO)instacron:SCI2023-08-01T16:23:22Zoai:ops.preprints.scielo.org:preprint/6547Servidor de preprintshttps://preprints.scielo.org/index.php/scieloONGhttps://preprints.scielo.org/index.php/scielo/oaiscielo.submission@scielo.orgopendoar:2023-08-01T16:23:22SciELO Preprints - Scientific Electronic Library Online (SCIELO)false
dc.title.none.fl_str_mv DUNGEONS & SOILS: The journey through the content of Physical Indexes
DUNGEONS & SOILS: El viaje por el contenido de Índices Físicos
DUNGEONS & SOILS: A jornada pelo conteúdo de Índices Físicos
title DUNGEONS & SOILS: The journey through the content of Physical Indexes
spellingShingle DUNGEONS & SOILS: The journey through the content of Physical Indexes
Dantas, Gabriel Assumpção Firmo
Educação profissional e tecnológica
Game
Jogo
Lúdico
Mecânica dos Solos
Professional and technological education
Game
Ludic
Soil mechanics
Educación profesional y tecnológica
Game
Juego
Lúdico
Mecánica de suelos
title_short DUNGEONS & SOILS: The journey through the content of Physical Indexes
title_full DUNGEONS & SOILS: The journey through the content of Physical Indexes
title_fullStr DUNGEONS & SOILS: The journey through the content of Physical Indexes
title_full_unstemmed DUNGEONS & SOILS: The journey through the content of Physical Indexes
title_sort DUNGEONS & SOILS: The journey through the content of Physical Indexes
author Dantas, Gabriel Assumpção Firmo
author_facet Dantas, Gabriel Assumpção Firmo
Azêvedo, Hellen Sandra Freires da Silva
Azevedo, José Marlo Araújo de
Freitas, Fernanda Lima de
author_role author
author2 Azêvedo, Hellen Sandra Freires da Silva
Azevedo, José Marlo Araújo de
Freitas, Fernanda Lima de
author2_role author
author
author
dc.contributor.author.fl_str_mv Dantas, Gabriel Assumpção Firmo
Azêvedo, Hellen Sandra Freires da Silva
Azevedo, José Marlo Araújo de
Freitas, Fernanda Lima de
dc.subject.por.fl_str_mv Educação profissional e tecnológica
Game
Jogo
Lúdico
Mecânica dos Solos
Professional and technological education
Game
Ludic
Soil mechanics
Educación profesional y tecnológica
Game
Juego
Lúdico
Mecánica de suelos
topic Educação profissional e tecnológica
Game
Jogo
Lúdico
Mecânica dos Solos
Professional and technological education
Game
Ludic
Soil mechanics
Educación profesional y tecnológica
Game
Juego
Lúdico
Mecánica de suelos
description This article is a suggestion of gamified practice, derived from previous articles which explored the difficulties of students with the content of Physical Indexes, the history of games, gamification as a methodological alternative and the elaboration of a script for the creation of games. Thus, with the bibliographic reference previously explored, it culminated in a methodology for the application of the content through a gamified practice. In this way, the methodology used was the use of a script for the creation of games, followed by the creation of a script for the application of gamified practices in which qualitative research was used through the use of forms and interpretation of the players' speeches, to arrive at discussions of such a gamified practice. Due to the pandemic, the game was adapted for use in part online. The results and discussions discuss the creative processes that guided the creation of the game (pedagogical need, type of game, genre, levels, goal, dynamics, mechanics, elements, scoring and rewards) and the report of its application within the teaching process and learning with the alternatives created for the distance model and its application, in part, in person. After the application, the players' responses are collected, and a discussion of the results is held. In the end, the conclusions showed the potential of gamified practice, as a complement to traditional classes, motivating and engaging students in an alternative and playful way, motivating students to want to learn.
publishDate 2023
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