CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO

Detalhes bibliográficos
Autor(a) principal: CARVALHO, Silvestre Matos de
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UFMA
Texto Completo: https://tedebc.ufma.br/jspui/handle/tede/tede/3779
Resumo: The learning culture what define the network society makes it converge towards the construction of a new educational model, characterized for the diversity and plurality of individuals. New pedagogical approaches are needed in order to serve an increasingly eager audience for innovative and challenging activities. In that focus, the concept of Gamification emerge as a pedagogical proposal, in order to reframe the traditional forms of educational relationships. However, teachers face challenges in how to structure such activities. Thus, the conceptual basis of Educational Design emerges to guide the planning and structuring of gamified activities, in order to enhance the learning processes, and encourage more effective student involvement. Thus, this research aims to analyze how educational design can help to structure gamification processes. Therefore, the methodology was based on applied research, with an exploratory/descriptive objective, of qualitative character, having the technical procedures as a bibliographic base. The scope of the research involved students from the Technical Course in Nursing of a vocational education institution of the city of São Luís-MA, having as field of application the discipline of Initiation to Study and Research. The gamified platforms were selected “Kahoot, Quizizz and Socrative” which were applied and allowed to perform, in light of the theoretical contribution, the analysis and synthesis of the results obtained. Like final research contribution, were created eight levels recommendations for structuring of gamified activity in perspective of Educational Design.
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spelling OBREGON, Rosane de Fatima Antuneshttp://lattes.cnpq.br/2057021074983466OBREGON, Rosane de Fatima Antuneshttp://lattes.cnpq.br/2057021074983466ZANDOMENEGHI, Ana Lucia O. A.http://lattes.cnpq.br/1468204044350566SANTOS, Wener Miranda Teixeira doshttp://lattes.cnpq.br/4420573225279073BORTOLATO, Marcia Melohttp://lattes.cnpq.br/1198123219548963http://lattes.cnpq.br/0105524868908840CARVALHO, Silvestre Matos de2022-06-27T17:33:05Z2022-01-28CARVALHO, Silvestre Matos de.Contribuições do design educacional para processos de gamificação. 2022. 114 f. Dissertação( Programa de Pós-Graduação em Design/CCET) - Universidade Federal do Maranhão, São Luís, 2022.https://tedebc.ufma.br/jspui/handle/tede/tede/3779The learning culture what define the network society makes it converge towards the construction of a new educational model, characterized for the diversity and plurality of individuals. New pedagogical approaches are needed in order to serve an increasingly eager audience for innovative and challenging activities. In that focus, the concept of Gamification emerge as a pedagogical proposal, in order to reframe the traditional forms of educational relationships. However, teachers face challenges in how to structure such activities. Thus, the conceptual basis of Educational Design emerges to guide the planning and structuring of gamified activities, in order to enhance the learning processes, and encourage more effective student involvement. Thus, this research aims to analyze how educational design can help to structure gamification processes. Therefore, the methodology was based on applied research, with an exploratory/descriptive objective, of qualitative character, having the technical procedures as a bibliographic base. The scope of the research involved students from the Technical Course in Nursing of a vocational education institution of the city of São Luís-MA, having as field of application the discipline of Initiation to Study and Research. The gamified platforms were selected “Kahoot, Quizizz and Socrative” which were applied and allowed to perform, in light of the theoretical contribution, the analysis and synthesis of the results obtained. Like final research contribution, were created eight levels recommendations for structuring of gamified activity in perspective of Educational Design.A cultura da aprendizagem que define a Sociedade em Rede faz convergir para a construção de um novo modelo educativo, caracterizado pela diversidade e pluralidade dos indivíduos. Faz-se necessário novas abordagens pedagógicas a fim de atender a um público cada vez mais ávido por atividades inovadoras instigantes e desafiadoras. Nesse enfoque, emerge o conceito de Gamificação como proposta pedagógica, a fim de ressignificar as formas tradicionais de relações educativas. Entretanto, os docentes encontram desafios de como estruturar tais atividades. Nesse contexto, surge a base conceitual do Design Educacional para orientar o planejamento e estruturação de atividades gamificadas, a fim de potencializar os processos de aprendizagem, e estimular o envolvimento mais efetivo dos alunos. Assim, a presente pesquisa objetivou analisar como o design educacional poderá auxiliar na estruturação de processos de gamificação. Para tanto, a metodologia pautou-se na pesquisa aplicada, com objetivo exploratório/descritivo, de caráter qualitativo, tendo os procedimentos técnicos como base bibliográfica. O escopo da pesquisa envolveu alunos do Curso Técnico em Enfermagem de instituição de ensino profissionalizante da cidade de São Luís-MA, tendo como campo de aplicação a disciplina de Iniciação ao Estudo e Pesquisa. Foram selecionadas as plataformas gamificadas “Kahoot, Quizizz e Socrative” as quais foram aplicadas e permitiram realizar, à luz do aporte teórico, a análise e síntese dos resultados obtidos. Como contribuição final da pesquisa, foram criados oito níveis de recomendações para estruturação de atividade gamificada na perspectiva do Design Educacional.Submitted by Maria Aparecida (cidazen@gmail.com) on 2022-06-27T17:33:05Z No. of bitstreams: 1 DISSERTAÇÃO SILVESTRE_PPGDg UFMA.pdf: 5214075 bytes, checksum: b0110929eea17428802d16b1f8c21fed (MD5)Made available in DSpace on 2022-06-27T17:33:05Z (GMT). No. of bitstreams: 1 DISSERTAÇÃO SILVESTRE_PPGDg UFMA.pdf: 5214075 bytes, checksum: b0110929eea17428802d16b1f8c21fed (MD5) Previous issue date: 2022-01-28application/pdfporUniversidade Federal do MaranhãoPROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN/CCETUFMABrasilCOORDENAÇÃO DO CURSO DE CIÊNCIA E TECNOLOGIA/CCETDesign educacional-instrucional;Atividade gamificada;Estratégias de aprendizagem;Tecnologias educacionaisEducational-instructional design;Gamified activity;Learning strategies;Educational technologiesProgramação VisualCONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃOEDUCATIONAL DESIGN CONTRIBUTIONS TO THE GAMIFICATION PROCESSESinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UFMAinstname:Universidade Federal do Maranhão (UFMA)instacron:UFMAORIGINALDISSERTAÇÃO SILVESTRE_PPGDg UFMA.pdfDISSERTAÇÃO SILVESTRE_PPGDg UFMA.pdfapplication/pdf5214075http://tedebc.ufma.br:8080/bitstream/tede/3779/2/DISSERTAC%CC%A7A%CC%83O+SILVESTRE_PPGDg+UFMA.pdfb0110929eea17428802d16b1f8c21fedMD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82255http://tedebc.ufma.br:8080/bitstream/tede/3779/1/license.txt97eeade1fce43278e63fe063657f8083MD51tede/37792022-06-27 14:33:05.126oai:tede2: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Biblioteca Digital de Teses e Dissertaçõeshttps://tedebc.ufma.br/jspui/PUBhttp://tedebc.ufma.br:8080/oai/requestrepositorio@ufma.br||repositorio@ufma.bropendoar:21312022-06-27T17:33:05Biblioteca Digital de Teses e Dissertações da UFMA - Universidade Federal do Maranhão (UFMA)false
dc.title.por.fl_str_mv CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
dc.title.alternative.eng.fl_str_mv EDUCATIONAL DESIGN CONTRIBUTIONS TO THE GAMIFICATION PROCESSES
title CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
spellingShingle CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
CARVALHO, Silvestre Matos de
Design educacional-instrucional;
Atividade gamificada;
Estratégias de aprendizagem;
Tecnologias educacionais
Educational-instructional design;
Gamified activity;
Learning strategies;
Educational technologies
Programação Visual
title_short CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
title_full CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
title_fullStr CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
title_full_unstemmed CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
title_sort CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
author CARVALHO, Silvestre Matos de
author_facet CARVALHO, Silvestre Matos de
author_role author
dc.contributor.advisor1.fl_str_mv OBREGON, Rosane de Fatima Antunes
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/2057021074983466
dc.contributor.referee1.fl_str_mv OBREGON, Rosane de Fatima Antunes
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/2057021074983466
dc.contributor.referee2.fl_str_mv ZANDOMENEGHI, Ana Lucia O. A.
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/1468204044350566
dc.contributor.referee3.fl_str_mv SANTOS, Wener Miranda Teixeira dos
dc.contributor.referee3Lattes.fl_str_mv http://lattes.cnpq.br/4420573225279073
dc.contributor.referee4.fl_str_mv BORTOLATO, Marcia Melo
dc.contributor.referee4Lattes.fl_str_mv http://lattes.cnpq.br/1198123219548963
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/0105524868908840
dc.contributor.author.fl_str_mv CARVALHO, Silvestre Matos de
contributor_str_mv OBREGON, Rosane de Fatima Antunes
OBREGON, Rosane de Fatima Antunes
ZANDOMENEGHI, Ana Lucia O. A.
SANTOS, Wener Miranda Teixeira dos
BORTOLATO, Marcia Melo
dc.subject.por.fl_str_mv Design educacional-instrucional;
Atividade gamificada;
Estratégias de aprendizagem;
Tecnologias educacionais
topic Design educacional-instrucional;
Atividade gamificada;
Estratégias de aprendizagem;
Tecnologias educacionais
Educational-instructional design;
Gamified activity;
Learning strategies;
Educational technologies
Programação Visual
dc.subject.eng.fl_str_mv Educational-instructional design;
Gamified activity;
Learning strategies;
Educational technologies
dc.subject.cnpq.fl_str_mv Programação Visual
description The learning culture what define the network society makes it converge towards the construction of a new educational model, characterized for the diversity and plurality of individuals. New pedagogical approaches are needed in order to serve an increasingly eager audience for innovative and challenging activities. In that focus, the concept of Gamification emerge as a pedagogical proposal, in order to reframe the traditional forms of educational relationships. However, teachers face challenges in how to structure such activities. Thus, the conceptual basis of Educational Design emerges to guide the planning and structuring of gamified activities, in order to enhance the learning processes, and encourage more effective student involvement. Thus, this research aims to analyze how educational design can help to structure gamification processes. Therefore, the methodology was based on applied research, with an exploratory/descriptive objective, of qualitative character, having the technical procedures as a bibliographic base. The scope of the research involved students from the Technical Course in Nursing of a vocational education institution of the city of São Luís-MA, having as field of application the discipline of Initiation to Study and Research. The gamified platforms were selected “Kahoot, Quizizz and Socrative” which were applied and allowed to perform, in light of the theoretical contribution, the analysis and synthesis of the results obtained. Like final research contribution, were created eight levels recommendations for structuring of gamified activity in perspective of Educational Design.
publishDate 2022
dc.date.accessioned.fl_str_mv 2022-06-27T17:33:05Z
dc.date.issued.fl_str_mv 2022-01-28
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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dc.identifier.citation.fl_str_mv CARVALHO, Silvestre Matos de.Contribuições do design educacional para processos de gamificação. 2022. 114 f. Dissertação( Programa de Pós-Graduação em Design/CCET) - Universidade Federal do Maranhão, São Luís, 2022.
dc.identifier.uri.fl_str_mv https://tedebc.ufma.br/jspui/handle/tede/tede/3779
identifier_str_mv CARVALHO, Silvestre Matos de.Contribuições do design educacional para processos de gamificação. 2022. 114 f. Dissertação( Programa de Pós-Graduação em Design/CCET) - Universidade Federal do Maranhão, São Luís, 2022.
url https://tedebc.ufma.br/jspui/handle/tede/tede/3779
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dc.publisher.none.fl_str_mv Universidade Federal do Maranhão
dc.publisher.program.fl_str_mv PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN/CCET
dc.publisher.initials.fl_str_mv UFMA
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv COORDENAÇÃO DO CURSO DE CIÊNCIA E TECNOLOGIA/CCET
publisher.none.fl_str_mv Universidade Federal do Maranhão
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