Gamificação como estratégia de motivação no ensino de biologia
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Trabalho de conclusão de curso |
Idioma: | por |
Título da fonte: | Repositório Institucional da Universidade Federal do Ceará (UFC) |
Texto Completo: | http://www.repositorio.ufc.br/handle/riufc/69839 |
Resumo: | The lack of motivation, lack of focus and disinterest of students are major challenges faced by educators in Brazilian classrooms, especially in public schools. The disconnection between the contents covered and the daily life of students, associated with teaching-learning processes that are massively expository and repetitive, ends up worsening this context and contributing to high rates of failure and school dropout. In an attempt to remedy these gaps, active methodologies have emerged, which seek to promote students' protagonism in relation to the teaching-learning process. Among them, gamification. Thus, this work aimed to analyze an experience of application of gamification in the teaching and learning processes in three high school classes of a state public school, in addition to comparing the rates of participation of classes in gamified activities and traditional (non-gamified) activities carried out in the classroom. The pedagogical activities used were planned, developed and applied during the supervised internships of High School, between the months of September and November 2022. The contents addressed were Tissues of the human body; Human body systems; chordates; and Introduction to Genetics. The gamified activities carried out with the help of TDICs were carried out through the Kahoot! application. The participation and performance data that are recorded in the application will be compared with the participation data of traditional and gamified activities carried out without the use of TDICs; in order to be discussed. During the experiment, a greater interest of students in classes and an improvement in participation rates in gamified activities compared to traditional ones was observed. Thus, the proposed proposal met the expected expectations with regard to involvement with the contents and activities developed and the motivation of students in the classroom. |
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Gamificação como estratégia de motivação no ensino de biologiaMetodologias ativasGamificaçãoEnsino de BiologiaThe lack of motivation, lack of focus and disinterest of students are major challenges faced by educators in Brazilian classrooms, especially in public schools. The disconnection between the contents covered and the daily life of students, associated with teaching-learning processes that are massively expository and repetitive, ends up worsening this context and contributing to high rates of failure and school dropout. In an attempt to remedy these gaps, active methodologies have emerged, which seek to promote students' protagonism in relation to the teaching-learning process. Among them, gamification. Thus, this work aimed to analyze an experience of application of gamification in the teaching and learning processes in three high school classes of a state public school, in addition to comparing the rates of participation of classes in gamified activities and traditional (non-gamified) activities carried out in the classroom. The pedagogical activities used were planned, developed and applied during the supervised internships of High School, between the months of September and November 2022. The contents addressed were Tissues of the human body; Human body systems; chordates; and Introduction to Genetics. The gamified activities carried out with the help of TDICs were carried out through the Kahoot! application. The participation and performance data that are recorded in the application will be compared with the participation data of traditional and gamified activities carried out without the use of TDICs; in order to be discussed. During the experiment, a greater interest of students in classes and an improvement in participation rates in gamified activities compared to traditional ones was observed. Thus, the proposed proposal met the expected expectations with regard to involvement with the contents and activities developed and the motivation of students in the classroom.A desmotivação, a falta de foco e o desinteresse dos estudantes são grandes desafios enfrentados pelos educadores nas salas de aulas brasileiras, sobretudo nas escolas públicas. A desconexão entre os conteúdos abordados e o cotidiano dos alunos, associada a processos de ensinoaprendizagem massivamente expositivos e repetitivos piora esse contexto e contribui para índices elevados de reprovação e abandono escolar. Na tentativa de sanar essas lacunas, têm surgido metodologias ativas, que buscam promover o protagonismo dos estudantes em relação ao processo de ensino-aprendizagem. Dentre elas, a gamificação. Assim, esse trabalho teve como objetivo analisar uma experiência de aplicação da gamificação em três turmas do Ensino Médio de uma escola pública estadual, além de comparar os índices de participação das turmas em atividades gamificadas e atividades tradicionais (não gamificadas) realizadas em sala de aula. As atividades pedagógicas utilizadas foram planejadas, desenvolvidas e aplicadas durante os estágios supervisionados do Ensino Médio, entre os meses de setembro e novembro de 2022. Os conteúdos abordados foram Tecidos do corpo humano; Sistemas do corpo humano; Cordados; e Introdução à Genética. As atividades gamificadas feitas com auxílio das TDICs foram realizadas através do aplicativo Kahoot!. Os dados de participação e desempenho que ficam gravados no aplicativo foram comparados com os dados de participação das atividades tradicionais e das gamificadas realizadas sem uso das TDICs; a fim de serem discutidos. Durante a experiência, foi observado um maior interesse dos alunos pelas aulas e uma melhora nos índices de participação nas atividades gamificadas em relação às tradicionais. Assim, a proposta elaborada atendeu às expectativas esperadas no que concerne ao envolvimento com os conteúdos e atividades desenvolvidos e à motivação dos estudantes em sala de aula.Silva, José Roberto FeitosaPalmeira, Paula Roberta Arruda2022-12-21T15:13:46Z2022-12-21T15:13:46Z2022info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisapplication/pdfPALMEIRA, Paula Roberta Arruda. Gamificação como estratégia de motivação no ensino de biologia. 2022. 33 f. Trabalho de Conclusão de Curso (Licenciatura em Ciências Biológicas) – Centro de Ciências, Universidade Federal do Ceará, Fortaleza, 2022.http://www.repositorio.ufc.br/handle/riufc/69839porreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFCinfo:eu-repo/semantics/openAccess2022-12-21T15:14:08Zoai:repositorio.ufc.br:riufc/69839Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2024-09-11T18:45:52.633070Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false |
dc.title.none.fl_str_mv |
Gamificação como estratégia de motivação no ensino de biologia |
title |
Gamificação como estratégia de motivação no ensino de biologia |
spellingShingle |
Gamificação como estratégia de motivação no ensino de biologia Palmeira, Paula Roberta Arruda Metodologias ativas Gamificação Ensino de Biologia |
title_short |
Gamificação como estratégia de motivação no ensino de biologia |
title_full |
Gamificação como estratégia de motivação no ensino de biologia |
title_fullStr |
Gamificação como estratégia de motivação no ensino de biologia |
title_full_unstemmed |
Gamificação como estratégia de motivação no ensino de biologia |
title_sort |
Gamificação como estratégia de motivação no ensino de biologia |
author |
Palmeira, Paula Roberta Arruda |
author_facet |
Palmeira, Paula Roberta Arruda |
author_role |
author |
dc.contributor.none.fl_str_mv |
Silva, José Roberto Feitosa |
dc.contributor.author.fl_str_mv |
Palmeira, Paula Roberta Arruda |
dc.subject.por.fl_str_mv |
Metodologias ativas Gamificação Ensino de Biologia |
topic |
Metodologias ativas Gamificação Ensino de Biologia |
description |
The lack of motivation, lack of focus and disinterest of students are major challenges faced by educators in Brazilian classrooms, especially in public schools. The disconnection between the contents covered and the daily life of students, associated with teaching-learning processes that are massively expository and repetitive, ends up worsening this context and contributing to high rates of failure and school dropout. In an attempt to remedy these gaps, active methodologies have emerged, which seek to promote students' protagonism in relation to the teaching-learning process. Among them, gamification. Thus, this work aimed to analyze an experience of application of gamification in the teaching and learning processes in three high school classes of a state public school, in addition to comparing the rates of participation of classes in gamified activities and traditional (non-gamified) activities carried out in the classroom. The pedagogical activities used were planned, developed and applied during the supervised internships of High School, between the months of September and November 2022. The contents addressed were Tissues of the human body; Human body systems; chordates; and Introduction to Genetics. The gamified activities carried out with the help of TDICs were carried out through the Kahoot! application. The participation and performance data that are recorded in the application will be compared with the participation data of traditional and gamified activities carried out without the use of TDICs; in order to be discussed. During the experiment, a greater interest of students in classes and an improvement in participation rates in gamified activities compared to traditional ones was observed. Thus, the proposed proposal met the expected expectations with regard to involvement with the contents and activities developed and the motivation of students in the classroom. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-12-21T15:13:46Z 2022-12-21T15:13:46Z 2022 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/bachelorThesis |
format |
bachelorThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
PALMEIRA, Paula Roberta Arruda. Gamificação como estratégia de motivação no ensino de biologia. 2022. 33 f. Trabalho de Conclusão de Curso (Licenciatura em Ciências Biológicas) – Centro de Ciências, Universidade Federal do Ceará, Fortaleza, 2022. http://www.repositorio.ufc.br/handle/riufc/69839 |
identifier_str_mv |
PALMEIRA, Paula Roberta Arruda. Gamificação como estratégia de motivação no ensino de biologia. 2022. 33 f. Trabalho de Conclusão de Curso (Licenciatura em Ciências Biológicas) – Centro de Ciências, Universidade Federal do Ceará, Fortaleza, 2022. |
url |
http://www.repositorio.ufc.br/handle/riufc/69839 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
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application/pdf |
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reponame:Repositório Institucional da Universidade Federal do Ceará (UFC) instname:Universidade Federal do Ceará (UFC) instacron:UFC |
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Universidade Federal do Ceará (UFC) |
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UFC |
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UFC |
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Repositório Institucional da Universidade Federal do Ceará (UFC) |
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Repositório Institucional da Universidade Federal do Ceará (UFC) |
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Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC) |
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bu@ufc.br || repositorio@ufc.br |
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