Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Manancial - Repositório Digital da UFSM |
dARK ID: | ark:/26339/001300000gt0w |
Texto Completo: | http://repositorio.ufsm.br/handle/1/27343 |
Resumo: | In recent years, gamification has become an emerging phenomenon being applied in several fields of human activity. In the educational environment, gamification has been used as a promising strategy in order to promote learning, motivation and student engagement. However, some studies have shown that its use does not always bring positive results, making it essential to consider the evaluation process an important aspect, since this procedure allows verifying the effectiveness of gamification and whether the objectives of gamification are being achieved. In this context, there was a scarcity of specific evaluative methods or approaches for gamification, resulting in the lack of instructions and guidelines for carrying out this procedure. Given this scenario, based on a methodology for the elaboration of scientific research in information systems, the DSRM (Design Science Research Methodology), this dissertation presented THE GAMIEFECTS, a structure composed of five dimensions that aims to support the evaluation of gamified environments for educational contexts. GAMIEFECTS was inspired by the DECIDE Framework and presents five conceptual dimensions that address specific contents of the gamification literature. The first Dimension of the framework deals with aspects that involve defining the objectives of an evaluation. Dimension 2 brings recommendations related to the analysis of the context and the moment of evaluation. Dimension 3 demonstrates forms of evaluation and some validated instruments found in the literature. Dimension 4 addresses ethical aspects when the evaluation involves users and finally, Dimension 5 discusses some recommendations on the presentation of results. GAMIEFECTS was validated through a case study in the gamified Duoling environment in order to validate all the dimensions proposed in the framework. To this end, a descriptive exploratory study was designed, covering all types of evaluation techniques dealt with in the Framework. The first validation contemplated the empirical evaluation techniques, for this, a simulation was developed in which the data used were generated from an auxiliary tool for data generation. The second part of the study included the development of a questionnaire to evaluate the gamification design from Duolingo game elements and finally, the last stage of the case study involved the application of a heuristic evaluation on the Duolingo platform. The results found suggest that GAMIEFECTS is capable of assisting in processes that involve the planning, execution and presentation of results in a gamification assessment for educational contexts. Despite this, through this study, one can see the need to apply the framework in real usage scenarios as in a longitudinal study, as well as a validation from a panel of gamification experts so that the framework can be measured in terms of usability, flexibility, adaptability and other quality criteria relevant to its structure. |
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Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionaisGamiefects: a support framework in the evaluation of gamification for educational contextsAvaliaçãoFrameworkGamificaçãoDesign de gamificaçãoEvaluationFrameworkGamificationGamification designCNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAOIn recent years, gamification has become an emerging phenomenon being applied in several fields of human activity. In the educational environment, gamification has been used as a promising strategy in order to promote learning, motivation and student engagement. However, some studies have shown that its use does not always bring positive results, making it essential to consider the evaluation process an important aspect, since this procedure allows verifying the effectiveness of gamification and whether the objectives of gamification are being achieved. In this context, there was a scarcity of specific evaluative methods or approaches for gamification, resulting in the lack of instructions and guidelines for carrying out this procedure. Given this scenario, based on a methodology for the elaboration of scientific research in information systems, the DSRM (Design Science Research Methodology), this dissertation presented THE GAMIEFECTS, a structure composed of five dimensions that aims to support the evaluation of gamified environments for educational contexts. GAMIEFECTS was inspired by the DECIDE Framework and presents five conceptual dimensions that address specific contents of the gamification literature. The first Dimension of the framework deals with aspects that involve defining the objectives of an evaluation. Dimension 2 brings recommendations related to the analysis of the context and the moment of evaluation. Dimension 3 demonstrates forms of evaluation and some validated instruments found in the literature. Dimension 4 addresses ethical aspects when the evaluation involves users and finally, Dimension 5 discusses some recommendations on the presentation of results. GAMIEFECTS was validated through a case study in the gamified Duoling environment in order to validate all the dimensions proposed in the framework. To this end, a descriptive exploratory study was designed, covering all types of evaluation techniques dealt with in the Framework. The first validation contemplated the empirical evaluation techniques, for this, a simulation was developed in which the data used were generated from an auxiliary tool for data generation. The second part of the study included the development of a questionnaire to evaluate the gamification design from Duolingo game elements and finally, the last stage of the case study involved the application of a heuristic evaluation on the Duolingo platform. The results found suggest that GAMIEFECTS is capable of assisting in processes that involve the planning, execution and presentation of results in a gamification assessment for educational contexts. Despite this, through this study, one can see the need to apply the framework in real usage scenarios as in a longitudinal study, as well as a validation from a panel of gamification experts so that the framework can be measured in terms of usability, flexibility, adaptability and other quality criteria relevant to its structure.Nos últimos anos, a gamificação tornou-se um fenômeno emergente sendo aplicada em diversos campos da atividade humana. No meio educacional, a gamificação vem sendo utilizada como uma estratégia promissora com a finalidade de promover aprendizagem, a motivação e o engajamento dos alunos. Porém, alguns estudos mostraram que sua utilização nem sempre traz resultados positivos, tornando-se imprescindível considerar o processo de avaliação um aspecto importante, uma vez que esse procedimento permite verificar a efetividade da gamificação e se os objetivos da gamificação estão sendo alcançados. Nesse contexto, verificou-se a escassez de métodos ou abordagens avaliativas específicas para a gamificação, resultando na falta de instruções e diretrizes para realização desse procedimento. Diante deste cenário, baseado em uma metodologia para elaboração de pesquisa cientifica em sistemas de informação, o DSRM (Design Science Research Methodology), essa dissertação apresentou O GAMIEFECTS, uma estrutura composta por cinco dimensões que tem como finalidade apoiar a avaliação de ambientes gamificados para contextos educacionais. O GAMIEFECTS foi inspirado no Framework DECIDE e apresenta cinco dimensões conceituais que abordam conteúdos específicos da literatura de gamificação. A primeira Dimensão do framework trata de aspectos que envolvem a definição dos objetivos de uma avaliação. A Dimensão 2 traz recomendações relacionadas à análise de contexto e do momento de avaliação. A Dimensão 3 demonstra formas de avaliação e alguns instrumentos validados encontrados na literatura. A Dimensão 4 aborda aspectos éticos quando a avaliação envolver usuários e por fim, a Dimensão 5 discorre sobre as algumas recomendações sobre a apresentação dos resultados. O GAMIEFECTS foi validado por meio de um estudo de caso no ambiente gamificado Duoling com a finalidade validar todas as dimensões propostas no framework. Para tal, foi delineado um estudo de caráter exploratório descritivo que contemplou todos os tipos de técnicas de avaliação tratados no Framework. A primeira validação contemplou as técnicas empíricas de avaliação, para isso, desenvolveu-se uma simulação no qual os dados utilizados foram gerados a partir de uma ferramenta auxiliar para geração de dados. A segunda parte do estudo contemplou o desenvolvimento de um questionário para avaliar o design de gamificação a partir dos elementos de jogos do Duolingo e por fim, a última etapa do estudo de caso abarcou a aplicação de uma avaliação heurística na plataforma Duolingo. Os resultados encontrados sugerem que o GAMIEFECTS é capaz de auxiliar em processos que envolvem a fase de planejamento, execução e apresentação dos resultados em uma avaliação de gamificação para contextos educacionais. Apesar disso, por meio deste estudo, pode-se perceber a necessidade da aplicação do framework em cenários de uso reais como em um estudo longitudinal, assim como uma validação a partir de um painel de especialistas em gamificação para que o framework possa ser mensurado em termos de usabilidade, flexibilidade, adaptabilidade e outros critérios de qualidade pertinentes à sua estrutura.Universidade Federal de Santa MariaBrasilCiência da ComputaçãoUFSMPrograma de Pós-Graduação em Ciência da ComputaçãoCentro de TecnologiaMedina, Roseclea Duartehttp://lattes.cnpq.br/6560346309368052Barin, Claudia SmaniottoHerpich, FabrícioReinheimer, Wendel Souto2022-12-14T13:25:15Z2022-12-14T13:25:15Z2022-09-30info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://repositorio.ufsm.br/handle/1/27343ark:/26339/001300000gt0wporAttribution-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:UFSM2022-12-14T13:25:16Zoai:repositorio.ufsm.br:1/27343Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/ONGhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.comopendoar:2022-12-14T13:25:16Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false |
dc.title.none.fl_str_mv |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais Gamiefects: a support framework in the evaluation of gamification for educational contexts |
title |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais |
spellingShingle |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais Reinheimer, Wendel Souto Avaliação Framework Gamificação Design de gamificação Evaluation Framework Gamification Gamification design CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
title_short |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais |
title_full |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais |
title_fullStr |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais |
title_full_unstemmed |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais |
title_sort |
Gamiefects: um framework de apoio na avaliação de gamificação para contextos educacionais |
author |
Reinheimer, Wendel Souto |
author_facet |
Reinheimer, Wendel Souto |
author_role |
author |
dc.contributor.none.fl_str_mv |
Medina, Roseclea Duarte http://lattes.cnpq.br/6560346309368052 Barin, Claudia Smaniotto Herpich, Fabrício |
dc.contributor.author.fl_str_mv |
Reinheimer, Wendel Souto |
dc.subject.por.fl_str_mv |
Avaliação Framework Gamificação Design de gamificação Evaluation Framework Gamification Gamification design CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
topic |
Avaliação Framework Gamificação Design de gamificação Evaluation Framework Gamification Gamification design CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
description |
In recent years, gamification has become an emerging phenomenon being applied in several fields of human activity. In the educational environment, gamification has been used as a promising strategy in order to promote learning, motivation and student engagement. However, some studies have shown that its use does not always bring positive results, making it essential to consider the evaluation process an important aspect, since this procedure allows verifying the effectiveness of gamification and whether the objectives of gamification are being achieved. In this context, there was a scarcity of specific evaluative methods or approaches for gamification, resulting in the lack of instructions and guidelines for carrying out this procedure. Given this scenario, based on a methodology for the elaboration of scientific research in information systems, the DSRM (Design Science Research Methodology), this dissertation presented THE GAMIEFECTS, a structure composed of five dimensions that aims to support the evaluation of gamified environments for educational contexts. GAMIEFECTS was inspired by the DECIDE Framework and presents five conceptual dimensions that address specific contents of the gamification literature. The first Dimension of the framework deals with aspects that involve defining the objectives of an evaluation. Dimension 2 brings recommendations related to the analysis of the context and the moment of evaluation. Dimension 3 demonstrates forms of evaluation and some validated instruments found in the literature. Dimension 4 addresses ethical aspects when the evaluation involves users and finally, Dimension 5 discusses some recommendations on the presentation of results. GAMIEFECTS was validated through a case study in the gamified Duoling environment in order to validate all the dimensions proposed in the framework. To this end, a descriptive exploratory study was designed, covering all types of evaluation techniques dealt with in the Framework. The first validation contemplated the empirical evaluation techniques, for this, a simulation was developed in which the data used were generated from an auxiliary tool for data generation. The second part of the study included the development of a questionnaire to evaluate the gamification design from Duolingo game elements and finally, the last stage of the case study involved the application of a heuristic evaluation on the Duolingo platform. The results found suggest that GAMIEFECTS is capable of assisting in processes that involve the planning, execution and presentation of results in a gamification assessment for educational contexts. Despite this, through this study, one can see the need to apply the framework in real usage scenarios as in a longitudinal study, as well as a validation from a panel of gamification experts so that the framework can be measured in terms of usability, flexibility, adaptability and other quality criteria relevant to its structure. |
publishDate |
2022 |
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2022-12-14T13:25:15Z 2022-12-14T13:25:15Z 2022-09-30 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
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http://repositorio.ufsm.br/handle/1/27343 |
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ark:/26339/001300000gt0w |
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http://repositorio.ufsm.br/handle/1/27343 |
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por |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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openAccess |
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application/pdf |
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Universidade Federal de Santa Maria Brasil Ciência da Computação UFSM Programa de Pós-Graduação em Ciência da Computação Centro de Tecnologia |
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Universidade Federal de Santa Maria Brasil Ciência da Computação UFSM Programa de Pós-Graduação em Ciência da Computação Centro de Tecnologia |
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reponame:Manancial - Repositório Digital da UFSM instname:Universidade Federal de Santa Maria (UFSM) instacron:UFSM |
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Universidade Federal de Santa Maria (UFSM) |
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UFSM |
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UFSM |
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Manancial - Repositório Digital da UFSM |
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Manancial - Repositório Digital da UFSM |
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Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM) |
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atendimento.sib@ufsm.br||tedebc@gmail.com |
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