Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental

Detalhes bibliográficos
Autor(a) principal: Esquivel, Hugo Carlos da Rosa
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UFRRJ
Texto Completo: https://tede.ufrrj.br/jspui/handle/jspui/2552
Resumo: Gamification is a strategy that is being successfully adopted to estimulate people engagement in various activities. The motivational growth allowed by it has shown of great usefulness in teaching and learning processes. In the present work we analyze the State of Art and possible paths in the use of gamification in mathematics teaching in middle school, based on an experience with an eighth-grade class.
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spelling Santos, Douglas Mons?res de Melo105.347.247-10http://lattes.cnpq.br/8339690725325820Oliveira J?nior, Montauban Moreira deNobili, Edilaine Ervilha141.930.967-69http://lattes.cnpq.br/1624017514564820Esquivel, Hugo Carlos da Rosa2019-01-04T12:33:54Z2017-08-29ESQUIVEL, Hugo Carlos da Rosa. Gamifica??o no ensino da Matem?tica: uma experi?ncia no ensino fundamental. 2017. 64 f. Disserta??o (Mestrado em Matem?tica em Rede Nacional). Instituto de Ci?ncias Exatas, Universidade Federal Rural do Rio de Janeiro, Serop?dica, RJ, 2017.https://tede.ufrrj.br/jspui/handle/jspui/2552Gamification is a strategy that is being successfully adopted to estimulate people engagement in various activities. The motivational growth allowed by it has shown of great usefulness in teaching and learning processes. In the present work we analyze the State of Art and possible paths in the use of gamification in mathematics teaching in middle school, based on an experience with an eighth-grade class.A gamifica??o ? uma estrat?gia que vem sendo adotada com sucesso para estimular o engajamento de pessoas nas mais variadas atividades. O aumento motivacional por ela proporcionado tem se mostrado de grande utilidade nos processos de ensino e aprendizagem. Neste trabalho analisaremos o Estado da Arte e poss?veis caminhos a serem percorridos na utiliza??o da gamifica??o no ensino de Matem?tica na educa??o b?sica, com base em uma experi?ncia em uma turma de oitavo ano do ensino fundamentalSubmitted by Celso Magalhaes (celsomagalhaes@ufrrj.br) on 2019-01-04T12:33:54Z No. of bitstreams: 1 2017 - Hugo Carlos da Rosa Esquivel.pdf: 1934960 bytes, checksum: d333d5fd08379df20e2aa23786fa509c (MD5)Made available in DSpace on 2019-01-04T12:33:54Z (GMT). No. of bitstreams: 1 2017 - Hugo Carlos da Rosa Esquivel.pdf: 1934960 bytes, checksum: d333d5fd08379df20e2aa23786fa509c (MD5) Previous issue date: 2017-08-29Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPESapplication/pdfhttps://tede.ufrrj.br/retrieve/9129/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpghttps://tede.ufrrj.br/retrieve/15746/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpghttps://tede.ufrrj.br/retrieve/22058/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpghttps://tede.ufrrj.br/retrieve/28442/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpghttps://tede.ufrrj.br/retrieve/34856/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpghttps://tede.ufrrj.br/retrieve/41252/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpghttps://tede.ufrrj.br/retrieve/47654/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpghttps://tede.ufrrj.br/retrieve/54090/2017%20-%20Hugo%20Carlos%20da%20Rosa%20Esquivel.pdf.jpgporUniversidade Federal Rural do Rio de JaneiroPrograma de P?s-Gradua??o em Matem?tica em Rede NacionalUFRRJBrasilInstituto de Ci?ncias ExatasARA?JO, Iracema R. 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A gamifica??o como estrat?gia pedag?gica: estudo de elementos dos games aplicados em processos de ensino e aprendizagem. Disserta??o (Mestrado em Educa??o). 2013. 106 f. Programa de P?s-Gradua??o em Educa??o, Universidade Caxias do Sul. p.41, 54, 92 HUIZINGA, Johan. Homo ludens: Versuch einer bestimmung des spielelements der kultur.1938. Publicado originalmente em 1944. Tradu??o para l?ngua portuguesa: Homo Ludens: O Jogo Como Elemento da Cultura. S?o Paulo, SP. Perspectiva, 1999. KAPP, Karl. Game-based learning can turn disconnected, bored learners into engaged participants. Association for Talent Development. Dispon?vel em: <https://www.td.org/Publications/Magazines/TD/TD-Archive/2012/06/Games-Gamification-and-the-Quest-for-Learner-Engagement> Acesso em: 06 fev. 2017. __________. Game-based Learning is NOT Didactic Instruction. Dispon?vel em: https://www.linkedin.com/pulse/game-based-learning-didactic-instruction-karl-kapp. 06 jun. 2017. Acesso em: 07 jul. 2017. LANDERS, Richard N. Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning. Simulation & Gaming, vol. 45. 2014. Dispon?vel em: <http://journals.sagepub.com/doi/pdf/10.1177/1046878114563660> Acesso em: 04 fev. 2017. p. 756-757, 759 64 LUCKESI, Cipriano Carlos. Tend?ncias pedag?gicas na pr?tica escolar. In: LUCKESI, Cipriano Carlos. Filosofia da Educa??o. S?o Paulo: Editora Cortez, 1994, p.58. MICHAEL, David; CHEN, Sande. Serious Games: Games That Educate, Train and Inform. Boston, Massachusetts: Thomson Course Technology, 2006. NIEMEC Christopher; RYAN, Richard. Autonomy, competence, and relatedness in the classroom: applying self-determination theory to educational practice. Sage publications, vol 7. 2009. PLASS, Jan; HOMER, Bruce; KINZER, Charles. Foundations of game based learning. Educational Psychologist, 1532-6985, 2015 p. 259. Dispon?vel em: http://files.eric.ed.gov/fulltext/EJ1090277.pdf. Acesso em: 04 de Ago. 2017. PRENSKY, Marc. The Digital Game-Based Learning Revolution. McGraw-Hill, 2001. RILEY, David. New Report from The NPD Group Provides In-Depth View of Brazil?s Gaming Population. Port Washington. Nova York. 12 out. 2015. Dispon?vel em: <https://www.npd.com/wps/portal/npd/us/news/press-releases/2015/new-report-from-the-npd-group-provides-in-depth-view-of-brazils-gaming-population/> Acesso em: 09 dez. 2016. SANTOS, Marisilvia dos, SCARABOTTO; Suelen do Carmo dos Anjos, MATOS; Elizete Lucia Moreira. ?Imigrantes e nativos digitais: um dilema ou um desafio na educa??o?? Nov. 2011, p.2. Dispon?vel em <http://educere.bruc.com.br/CD2011/pdf/5409_3781.pdf>. Acesso em 09 de dez. de 2016. SCHELL, Jesse. The art of game design: a book of lenses. Morgan Kaufman Publishers. Burlington, Massachusetts, 2008. TREPANI?R-JOBIN, Gabrielle. Exploring the Frontiers of Digital Gaming: Traditional Games, Expressive Games, Persuasive Games. Kinephanos, Journal of media studies and popular culture. Montreal. Abr. 2016. p.108. 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dc.title.por.fl_str_mv Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
dc.title.alternative.eng.fl_str_mv Gamification in mathematics teaching: an experience in middle school
title Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
spellingShingle Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
Esquivel, Hugo Carlos da Rosa
Gamifica??o
Educa??o
Matem?tica
Ensino
Gamification
Education
Mathematics
Teaching
Matem?tica
title_short Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
title_full Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
title_fullStr Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
title_full_unstemmed Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
title_sort Gamifica??o no ensino da matem?tica: uma experi?ncia no ensino fundamental
author Esquivel, Hugo Carlos da Rosa
author_facet Esquivel, Hugo Carlos da Rosa
author_role author
dc.contributor.advisor1.fl_str_mv Santos, Douglas Mons?res de Melo
dc.contributor.advisor1ID.fl_str_mv 105.347.247-10
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/8339690725325820
dc.contributor.referee1.fl_str_mv Oliveira J?nior, Montauban Moreira de
dc.contributor.referee2.fl_str_mv Nobili, Edilaine Ervilha
dc.contributor.authorID.fl_str_mv 141.930.967-69
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/1624017514564820
dc.contributor.author.fl_str_mv Esquivel, Hugo Carlos da Rosa
contributor_str_mv Santos, Douglas Mons?res de Melo
Oliveira J?nior, Montauban Moreira de
Nobili, Edilaine Ervilha
dc.subject.por.fl_str_mv Gamifica??o
Educa??o
Matem?tica
Ensino
topic Gamifica??o
Educa??o
Matem?tica
Ensino
Gamification
Education
Mathematics
Teaching
Matem?tica
dc.subject.eng.fl_str_mv Gamification
Education
Mathematics
Teaching
dc.subject.cnpq.fl_str_mv Matem?tica
description Gamification is a strategy that is being successfully adopted to estimulate people engagement in various activities. The motivational growth allowed by it has shown of great usefulness in teaching and learning processes. In the present work we analyze the State of Art and possible paths in the use of gamification in mathematics teaching in middle school, based on an experience with an eighth-grade class.
publishDate 2017
dc.date.issued.fl_str_mv 2017-08-29
dc.date.accessioned.fl_str_mv 2019-01-04T12:33:54Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv ESQUIVEL, Hugo Carlos da Rosa. Gamifica??o no ensino da Matem?tica: uma experi?ncia no ensino fundamental. 2017. 64 f. Disserta??o (Mestrado em Matem?tica em Rede Nacional). Instituto de Ci?ncias Exatas, Universidade Federal Rural do Rio de Janeiro, Serop?dica, RJ, 2017.
dc.identifier.uri.fl_str_mv https://tede.ufrrj.br/jspui/handle/jspui/2552
identifier_str_mv ESQUIVEL, Hugo Carlos da Rosa. Gamifica??o no ensino da Matem?tica: uma experi?ncia no ensino fundamental. 2017. 64 f. Disserta??o (Mestrado em Matem?tica em Rede Nacional). Instituto de Ci?ncias Exatas, Universidade Federal Rural do Rio de Janeiro, Serop?dica, RJ, 2017.
url https://tede.ufrrj.br/jspui/handle/jspui/2552
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dc.relation.references.por.fl_str_mv ARA?JO, Iracema R. O. A utiliza??o de l?dicos para auxiliar a aprendizagem e desmistificar o ensino da matem?tica. 2000. 137 f. Disserta??o (Mestrado em Engenharia de Produ??o) ? Programa de P?s Gradua??o em Engenharia de Produ??o. Universidade Federal de Santa Catarina. p. 60. COSCELLI, Jo?o. Jogadores j? s?o mais de 1,2 bilh?o em todo o mundo. Estad?o. S?o Paulo, 05 jul. 2013. Dispon?vel em: <http://link.estadao.com.br/blogs/modo-arcade/jogadores-ja-sao-mais-de-12-bilhao-em-todo-o-mundo/> Acesso em: 09 dez. 2016. DETERDING, Sebastian. Et al. From Game Design Elements do Gamefulness: Defining ?Gamification?. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. Tampere, Fin?ndia. 28 set. 2011. Dispon?vel em: <https://www.cs.auckland.ac.nz/courses/compsci747s2c/lectures/paul/definition-deterding.pdf > Acesso em: 12 dez. 2016. FARDO, Marcelo L. A gamifica??o como estrat?gia pedag?gica: estudo de elementos dos games aplicados em processos de ensino e aprendizagem. Disserta??o (Mestrado em Educa??o). 2013. 106 f. Programa de P?s-Gradua??o em Educa??o, Universidade Caxias do Sul. p.41, 54, 92 HUIZINGA, Johan. Homo ludens: Versuch einer bestimmung des spielelements der kultur.1938. Publicado originalmente em 1944. Tradu??o para l?ngua portuguesa: Homo Ludens: O Jogo Como Elemento da Cultura. S?o Paulo, SP. Perspectiva, 1999. KAPP, Karl. Game-based learning can turn disconnected, bored learners into engaged participants. Association for Talent Development. Dispon?vel em: <https://www.td.org/Publications/Magazines/TD/TD-Archive/2012/06/Games-Gamification-and-the-Quest-for-Learner-Engagement> Acesso em: 06 fev. 2017. __________. Game-based Learning is NOT Didactic Instruction. Dispon?vel em: https://www.linkedin.com/pulse/game-based-learning-didactic-instruction-karl-kapp. 06 jun. 2017. Acesso em: 07 jul. 2017. LANDERS, Richard N. Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning. Simulation & Gaming, vol. 45. 2014. Dispon?vel em: <http://journals.sagepub.com/doi/pdf/10.1177/1046878114563660> Acesso em: 04 fev. 2017. p. 756-757, 759 64 LUCKESI, Cipriano Carlos. Tend?ncias pedag?gicas na pr?tica escolar. In: LUCKESI, Cipriano Carlos. Filosofia da Educa??o. S?o Paulo: Editora Cortez, 1994, p.58. MICHAEL, David; CHEN, Sande. Serious Games: Games That Educate, Train and Inform. Boston, Massachusetts: Thomson Course Technology, 2006. NIEMEC Christopher; RYAN, Richard. Autonomy, competence, and relatedness in the classroom: applying self-determination theory to educational practice. Sage publications, vol 7. 2009. PLASS, Jan; HOMER, Bruce; KINZER, Charles. Foundations of game based learning. Educational Psychologist, 1532-6985, 2015 p. 259. Dispon?vel em: http://files.eric.ed.gov/fulltext/EJ1090277.pdf. Acesso em: 04 de Ago. 2017. PRENSKY, Marc. The Digital Game-Based Learning Revolution. McGraw-Hill, 2001. RILEY, David. New Report from The NPD Group Provides In-Depth View of Brazil?s Gaming Population. Port Washington. Nova York. 12 out. 2015. Dispon?vel em: <https://www.npd.com/wps/portal/npd/us/news/press-releases/2015/new-report-from-the-npd-group-provides-in-depth-view-of-brazils-gaming-population/> Acesso em: 09 dez. 2016. SANTOS, Marisilvia dos, SCARABOTTO; Suelen do Carmo dos Anjos, MATOS; Elizete Lucia Moreira. ?Imigrantes e nativos digitais: um dilema ou um desafio na educa??o?? Nov. 2011, p.2. Dispon?vel em <http://educere.bruc.com.br/CD2011/pdf/5409_3781.pdf>. Acesso em 09 de dez. de 2016. SCHELL, Jesse. The art of game design: a book of lenses. Morgan Kaufman Publishers. Burlington, Massachusetts, 2008. TREPANI?R-JOBIN, Gabrielle. Exploring the Frontiers of Digital Gaming: Traditional Games, Expressive Games, Persuasive Games. Kinephanos, Journal of media studies and popular culture. Montreal. Abr. 2016. p.108. Dispon?vel em: <http://www.kinephanos.ca/Revue_files/2016_Tre%CC%81panier-Jobin-2.pdf>. Acesso em: 02 fev. 2017. WAZE. Sobre N?s. Dispon?vel em: < https://www.waze.com/ptBR/about>. Acesso em: 05. ago. 2017. WERBACH, Kevin; HUNTER, Dan. For The Win: How Game Thinking Can Revolutionize Your Business. Filad?lfia, Pensilv?nia: Wharton Digital Press, 2012. ZHENG, Roy. You have leveled up! Gamify your life. 17 abr. 2014. Acesso em: 05 fev. 2017.
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