SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar

Detalhes bibliográficos
Autor(a) principal: Silva, Juliano Rossato da
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Manancial - Repositório Digital da UFSM
Texto Completo: http://repositorio.ufsm.br/handle/1/21243
Resumo: The technologies inserted in our daily lives advance rapidly. However, in the school context, such advances are not always observed when evaluating the teaching and learning methodologies applied and integrated into teaching practice. In view of this, adding digital technologies to active teaching methodologies in the classroom can be a way to enhance the degree of engagement, motivation and learning of students, with a view to promoting significant learning practices. For this, we also need educational technologies that favor the integration of theoretical assumptions such as those arising from the inverted classroom and gamification in the interface of digital tools so that these concepts are effectively explored inside and outside the classroom. Based on these assumptions, this dissertation proposed to the Graduate Program in Educational Technologies in Network, in the line of research Development of Educational Technologies in Network, aims to develop a mobile application for use by high school students and technical, which allows proposing classes in the ubiquitous modality, combining assumptions of the Inverted Classroom approach and the use of Gamification strategies. In this research, mixed methods were used for data collection, from an exploratory bibliographic research, with a qualitative and applied approach to collect databased on a case study to support the development of the mobile application for use at school. In addition, the potential users (teachers and students) were interviewed to obtain data to diagnose, plan, develop and evaluate the application. After systematizing the requirements survey, the application interface, programming and its management environment were elaborated. As a developed educational tool, it offers the SchoolGamify application, with an interface developed to student and teacher´s uses. The prototype’ s interface is organized to receive school contents to the used in different class moments (before, during and after) as well as it includes virtual space to submit challenges, add educational materials in different formats (ppt, pdf, audio, videos, images) by the teacher, and to management, it includes the ranking system, the activities system, the gamification system (with suggestion of points and badges). The prototype is available online at http://31.220.62.122/schoolgamify/ to download and for monitoring statistics. Results suggest that SchoolGamify has potential to be used in the school context, however teacher and students are still lacking understanding about the active methodologies and how to explore mobile application in favor of the learning processes in the school context.
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spelling SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolarSchoolGamify: a mobile application proposal to implement gamification and inverted classroom in the school contextSala de aula invertidaGamificaçãoAplicativo para celularSchoolGamifyFlipped classroomGamificationTechnologiesMobile applicationCNPQ::CIENCIAS HUMANAS::EDUCACAOThe technologies inserted in our daily lives advance rapidly. However, in the school context, such advances are not always observed when evaluating the teaching and learning methodologies applied and integrated into teaching practice. In view of this, adding digital technologies to active teaching methodologies in the classroom can be a way to enhance the degree of engagement, motivation and learning of students, with a view to promoting significant learning practices. For this, we also need educational technologies that favor the integration of theoretical assumptions such as those arising from the inverted classroom and gamification in the interface of digital tools so that these concepts are effectively explored inside and outside the classroom. Based on these assumptions, this dissertation proposed to the Graduate Program in Educational Technologies in Network, in the line of research Development of Educational Technologies in Network, aims to develop a mobile application for use by high school students and technical, which allows proposing classes in the ubiquitous modality, combining assumptions of the Inverted Classroom approach and the use of Gamification strategies. In this research, mixed methods were used for data collection, from an exploratory bibliographic research, with a qualitative and applied approach to collect databased on a case study to support the development of the mobile application for use at school. In addition, the potential users (teachers and students) were interviewed to obtain data to diagnose, plan, develop and evaluate the application. After systematizing the requirements survey, the application interface, programming and its management environment were elaborated. As a developed educational tool, it offers the SchoolGamify application, with an interface developed to student and teacher´s uses. The prototype’ s interface is organized to receive school contents to the used in different class moments (before, during and after) as well as it includes virtual space to submit challenges, add educational materials in different formats (ppt, pdf, audio, videos, images) by the teacher, and to management, it includes the ranking system, the activities system, the gamification system (with suggestion of points and badges). The prototype is available online at http://31.220.62.122/schoolgamify/ to download and for monitoring statistics. Results suggest that SchoolGamify has potential to be used in the school context, however teacher and students are still lacking understanding about the active methodologies and how to explore mobile application in favor of the learning processes in the school context.As tecnologias inseridas em nosso cotidiano avançam rapidamente, porém, no contexto escolar, nem sempre tais avanços são observados quando avaliam-se as metodologias de ensino e de aprendizagem aplicadas e integradas à prática de ensino. Em vista disso, agregar as tecnologias digitais às metodologias ativas de ensino em sala de aula pode ser uma maneira para potencializar o grau de engajamento, motivação e aprendizagem dos discentes. Para isso, precisamos também de recursos educacionais que favoreçam a integração de pressupostos teóricos, tais como os advindos da sala de aula invertida e da gamificação na interface de ferramentas digitais para que esses conceitos sejam efetivamente explorados em sala de aula. Com base nessas premissas, esta dissertação proposta ao Programa de Pós-Graduação em Tecnologias Educacionais em Rede, na linha de pesquisa Desenvolvimento de Tecnologias Educacionais em Rede, tem como objetivo o desenvolvimento de um aplicativo mobile para uso de alunos(as) do ensino médio e técnico, que permita propor aulas na modalidade ubíqua, aliando pressupostos da abordagem de Sala de Aula Invertida e o uso de estratégias de Gamificação. Nesta pesquisa foram utilizados métodos mistos para coleta de dados, a partir de uma pesquisa de natureza exploratória bibliográfica, com abordagem qualitativa e aplicada, propomos um estudo de caso para coletar dados que deram suporte para o desenvolvimento do aplicativo mobile. Os potenciais usuários entrevistados (professores e alunos) contribuíram com dados que ajudaram diagnosticar, planejar, desenvolver e avaliar o aplicativo. Após a sistematização do levantamento de requisitos, foi elaborada a interface do aplicativo, a programação e seu ambiente de gerenciamento. Como produto tecnológico apresentamos o protótipo do aplicativo SchoolGamify, com interface desenvolvida para uso do aluno e do gerenciamento das atividades pelo professor. A interface do protótipo está organizada para receber conteúdos referente aos momentos antes, durante e após aula, e inclui espaço para: envio de desafios, adição de materiais escolaresem diferentes formatos (pdf, ppt, vídeo, áudio, imagens), incluindo ainda os sistemas de ranking, de gerenciamento das atividades pelo professor, de gamification (com sugestão de pontuação e medalhas).Oprotótipo está disponível no website http://31.220.62.122/schoolgamify/ para download e acompanhamento de estatísticas. Resultados da avaliação do aplicativo evidenciaram que o SchoolGamify tem potencial para uso no contexto escolar, porém professores e alunos ainda estão carentes quanto acompreender sobre as metodologias ativas SAI e Gamificação, e sobre como explorar aplicativos móveis a favor da aprendizagem em atividades do contexto escolar.Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em Tecnologias Educacionais em RedeCentro de EducaçãoReis, Susana Cristina doshttp://lattes.cnpq.br/3804571013104935Melo, Amanda MeinckeBrackmann, Christian PuhlmannSilva, Juliano Rossato da2021-06-28T20:36:43Z2021-06-28T20:36:43Z2021-03-15info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://repositorio.ufsm.br/handle/1/21243porAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2021-06-29T06:02:25Zoai:repositorio.ufsm.br:1/21243Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/ONGhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.comopendoar:2021-06-29T06:02:25Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false
dc.title.none.fl_str_mv SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
SchoolGamify: a mobile application proposal to implement gamification and inverted classroom in the school context
title SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
spellingShingle SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
Silva, Juliano Rossato da
Sala de aula invertida
Gamificação
Aplicativo para celular
SchoolGamify
Flipped classroom
Gamification
Technologies
Mobile application
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
title_full SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
title_fullStr SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
title_full_unstemmed SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
title_sort SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
author Silva, Juliano Rossato da
author_facet Silva, Juliano Rossato da
author_role author
dc.contributor.none.fl_str_mv Reis, Susana Cristina dos
http://lattes.cnpq.br/3804571013104935
Melo, Amanda Meincke
Brackmann, Christian Puhlmann
dc.contributor.author.fl_str_mv Silva, Juliano Rossato da
dc.subject.por.fl_str_mv Sala de aula invertida
Gamificação
Aplicativo para celular
SchoolGamify
Flipped classroom
Gamification
Technologies
Mobile application
CNPQ::CIENCIAS HUMANAS::EDUCACAO
topic Sala de aula invertida
Gamificação
Aplicativo para celular
SchoolGamify
Flipped classroom
Gamification
Technologies
Mobile application
CNPQ::CIENCIAS HUMANAS::EDUCACAO
description The technologies inserted in our daily lives advance rapidly. However, in the school context, such advances are not always observed when evaluating the teaching and learning methodologies applied and integrated into teaching practice. In view of this, adding digital technologies to active teaching methodologies in the classroom can be a way to enhance the degree of engagement, motivation and learning of students, with a view to promoting significant learning practices. For this, we also need educational technologies that favor the integration of theoretical assumptions such as those arising from the inverted classroom and gamification in the interface of digital tools so that these concepts are effectively explored inside and outside the classroom. Based on these assumptions, this dissertation proposed to the Graduate Program in Educational Technologies in Network, in the line of research Development of Educational Technologies in Network, aims to develop a mobile application for use by high school students and technical, which allows proposing classes in the ubiquitous modality, combining assumptions of the Inverted Classroom approach and the use of Gamification strategies. In this research, mixed methods were used for data collection, from an exploratory bibliographic research, with a qualitative and applied approach to collect databased on a case study to support the development of the mobile application for use at school. In addition, the potential users (teachers and students) were interviewed to obtain data to diagnose, plan, develop and evaluate the application. After systematizing the requirements survey, the application interface, programming and its management environment were elaborated. As a developed educational tool, it offers the SchoolGamify application, with an interface developed to student and teacher´s uses. The prototype’ s interface is organized to receive school contents to the used in different class moments (before, during and after) as well as it includes virtual space to submit challenges, add educational materials in different formats (ppt, pdf, audio, videos, images) by the teacher, and to management, it includes the ranking system, the activities system, the gamification system (with suggestion of points and badges). The prototype is available online at http://31.220.62.122/schoolgamify/ to download and for monitoring statistics. Results suggest that SchoolGamify has potential to be used in the school context, however teacher and students are still lacking understanding about the active methodologies and how to explore mobile application in favor of the learning processes in the school context.
publishDate 2021
dc.date.none.fl_str_mv 2021-06-28T20:36:43Z
2021-06-28T20:36:43Z
2021-03-15
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.uri.fl_str_mv http://repositorio.ufsm.br/handle/1/21243
url http://repositorio.ufsm.br/handle/1/21243
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Tecnologias Educacionais em Rede
Centro de Educação
publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Tecnologias Educacionais em Rede
Centro de Educação
dc.source.none.fl_str_mv reponame:Manancial - Repositório Digital da UFSM
instname:Universidade Federal de Santa Maria (UFSM)
instacron:UFSM
instname_str Universidade Federal de Santa Maria (UFSM)
instacron_str UFSM
institution UFSM
reponame_str Manancial - Repositório Digital da UFSM
collection Manancial - Repositório Digital da UFSM
repository.name.fl_str_mv Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)
repository.mail.fl_str_mv atendimento.sib@ufsm.br||tedebc@gmail.com
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