Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional

Detalhes bibliográficos
Ano de defesa: 2021
Autor(a) principal: Guazzelli, Dalva Célia Henriques Rocha lattes
Orientador(a): Terçariol, Adriana Aparecida de Lima lattes
Banca de defesa: Terçariol, Adriana Aparecida de Lima lattes, Fusaro, Márcia do Carmo Felismino lattes, Teixeira, Rosiley Aparecida lattes, Constantino, Paulo Roberto Prado lattes, Gitahy, Raquel Rosan Christino lattes
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Nove de Julho
Programa de Pós-Graduação: Programa de Pós-Graduação em Educação
Departamento: Educação
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Palavras-chave em Espanhol:
Área do conhecimento CNPq:
Link de acesso: http://bibliotecatede.uninove.br/handle/tede/3278
Resumo: The game design area has been growing potentially due to the current technological possibilities and bringing with it the respective use also in the educational area. This research aimed to analyze the contributions of game design for learning, developed by students of the 1st module of the Technical Course in Systems Development of a State Technical School, during the classes of the curricular components of "Web Programming I" and "Digital Design", during the 2nd semester of 2019. The students participated in a game design project, in groups, from the prototype to the final implementation, in order to contribute to the learning of technological content, creating more possibilities in the teaching methodologies of the Technical Course in Systems Development. Thus, it was analyzed from some issues raised, the contributions of students in the design of games for learning, as a tool to support pedagogical practices, in the appropriation of knowledge, bringing innovative practices to the classroom. The main theoretical references that supported the research in the deepening of the theme “games in education” were: Mattar (2010, 2017), Santaella (2003a, 2003b, 2004, 2013), Prensky (2001, 2012), Alves (2013, 2014), Cruz and Ramos (2018), Gee (2009) and Kishimoto (2010). To base the pedagogical practices, the authors counted on the authors Freire (1978, 2000, 2013), Gimeno Sacristán (2020) and Perrenoud (1993, 2013), among others. First, a questionnaire with closed questions was applied, to survey the best content to be addressed in the games, as well as to identify the profile of the students. Secondly, the same group of students participated in a gamified class, in which a digital game was developed, developed by the researcher, to approach the contents of the curricular component, and after participating in the game, each group answered an open question about the class experience. From gamification, students started the game design project. In this stage, a qualitative questionnaire was used, with open questions, seeking to analyze the student's performance as protagonist in the design of games for learning, as well as the challenges and potentialities that the methodology covered when applied. In the last stage, one of the games developed by the groups of students of 2019 was chosen and applied with the subsequent class of the same course in mid-2020, as a tool for the pedagogical practices of the curricular component “Web Programming I”. Then, each student was asked to complete an open questionnaire with their perceptions of the methodology used. Finally, Content Analysis was carried out in the light of Franco (2008) and Severino (2007), emphasizing the categories and units of analysis in order to deepen the concepts of this approach. The main results achieved showed that in the game design process, students are promoted to realize their role as protagonists in the learning and in the sharing of content, emphasizing their importance in pedagogical practices.
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spelling Terçariol, Adriana Aparecida de Limahttp://lattes.cnpq.br/2550466423628629Terçariol, Adriana Aparecida de Limahttp://lattes.cnpq.br/2550466423628629Fusaro, Márcia do Carmo Felisminohttp://lattes.cnpq.br/9530154078991445Teixeira, Rosiley Aparecidahttp://lattes.cnpq.br/9920259406963954Constantino, Paulo Roberto Pradohttp://lattes.cnpq.br/8435853599892598Gitahy, Raquel Rosan Christinohttp://lattes.cnpq.br/2170926949956746http://lattes.cnpq.br/5681234162824523Guazzelli, Dalva Célia Henriques Rocha2023-12-06T19:30:25Z2021-04-06Guazzelli, Dalva Célia Henriques Rocha. Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional. 2021. 203 f. Tese( Programa de Pós-Graduação em Educação) - Universidade Nove de Julho, São Paulo.http://bibliotecatede.uninove.br/handle/tede/3278The game design area has been growing potentially due to the current technological possibilities and bringing with it the respective use also in the educational area. This research aimed to analyze the contributions of game design for learning, developed by students of the 1st module of the Technical Course in Systems Development of a State Technical School, during the classes of the curricular components of "Web Programming I" and "Digital Design", during the 2nd semester of 2019. The students participated in a game design project, in groups, from the prototype to the final implementation, in order to contribute to the learning of technological content, creating more possibilities in the teaching methodologies of the Technical Course in Systems Development. Thus, it was analyzed from some issues raised, the contributions of students in the design of games for learning, as a tool to support pedagogical practices, in the appropriation of knowledge, bringing innovative practices to the classroom. The main theoretical references that supported the research in the deepening of the theme “games in education” were: Mattar (2010, 2017), Santaella (2003a, 2003b, 2004, 2013), Prensky (2001, 2012), Alves (2013, 2014), Cruz and Ramos (2018), Gee (2009) and Kishimoto (2010). To base the pedagogical practices, the authors counted on the authors Freire (1978, 2000, 2013), Gimeno Sacristán (2020) and Perrenoud (1993, 2013), among others. First, a questionnaire with closed questions was applied, to survey the best content to be addressed in the games, as well as to identify the profile of the students. Secondly, the same group of students participated in a gamified class, in which a digital game was developed, developed by the researcher, to approach the contents of the curricular component, and after participating in the game, each group answered an open question about the class experience. From gamification, students started the game design project. In this stage, a qualitative questionnaire was used, with open questions, seeking to analyze the student's performance as protagonist in the design of games for learning, as well as the challenges and potentialities that the methodology covered when applied. In the last stage, one of the games developed by the groups of students of 2019 was chosen and applied with the subsequent class of the same course in mid-2020, as a tool for the pedagogical practices of the curricular component “Web Programming I”. Then, each student was asked to complete an open questionnaire with their perceptions of the methodology used. Finally, Content Analysis was carried out in the light of Franco (2008) and Severino (2007), emphasizing the categories and units of analysis in order to deepen the concepts of this approach. The main results achieved showed that in the game design process, students are promoted to realize their role as protagonists in the learning and in the sharing of content, emphasizing their importance in pedagogical practices.El área de diseño de juegos ha ido creciendo potencialmente en vista de las posibilidades tecnológicas actuales y trayendo consigo el uso respectivo también en el área educativa. Esta investigación tuvo como objetivo analizar los aportes del diseño de juegos para el aprendizaje, desarrollado por estudiantes del primer módulo del Curso Técnico en Desarrollo de Sistemas de una Escuela Técnica del Estado, durante las clases de los componentes curriculares de "Programación Web I" y "Diseño Digital", durante el segundo semestre de 2019. Los estudiantes participaron de un proyecto de diseño de juegos, en grupos, desde el prototipo hasta la implementación final, con el fin de contribuir para el aprendizaje de contenidos tecnológicos, creando más posibilidades en las metodologías de enseñanza del Curso Técnico en Desarrollo de Sistemas. Así, se analizó, a partir de algunas cuestiones planteadas, los aportes de los estudiantes en el diseño de juegos para el aprendizaje, como herramienta de apoyo a las prácticas pedagógicas, en la apropiación del conocimiento, llevando prácticas innovadoras al aula. Los principales referentes teóricos que apoyaron la investigación en la profundización del tema “juegos en la educación” fueron: Mattar (2010, 2017), Santaella (2003a, 2003b, 2004, 2013), Prensky (2001, 2012), Alves (2013, 2014), Cruz y Ramos (2018), Gee (2009) y Kishimoto (2010). Para fundamentar las prácticas pedagógicas, la investigación contó con los autores Freire (1978, 2000, 2013), Gimeno Sacristán (2020) y Perrenoud (1993, 2013), entre otros. En primer lugar, se aplicó un cuestionario con preguntas cerradas, para encuestar el mejor contenido a abordar en los juegos, así como para identificar el perfil de los estudiantes. En un segundo momento, el mismo grupo de estudiantes participó en una clase gamificada, en que se usó un juego digital, desarrollado por la investigadora, para abordar los contenidos del componente curricular, y después de participar en el juego, cada grupo respondió a una pregunta abierta sobre la experiencia en la clase. A partir de la gamificación, los estudiantes iniciaron el proyecto de diseño del juego. En esta etapa se utilizó un cuestionario cualitativo, con preguntas abiertas, buscando analizar el desempeño del estudiante como protagonista en el diseño de juegos para el aprendizaje, así como los desafíos y potencialidades que la metodología alcanzó al ser aplicada. En la última etapa, se eligió uno de los juegos desarrollados por los grupos de estudiantes de 2019 y se aplicó con la clase posterior del mismo curso a mediados de 2020, como herramienta para las prácticas pedagógicas del componente curricular “Programación Web I”. Después, se pidió a cada estudiante que completara un cuestionario abierto con sus percepciones sobre la metodología utilizada. Finalmente, el Análisis de Contenido se realizó a la luz de Franco (2008) y Severino (2007), enfatizando las categorías y unidades de análisis con la finalidad de profundizar los conceptos de este enfoque. Los principales resultados obtenidos mostraron que, en el proceso de diseño de juegos, se anima los estudiantes a comprender su rol como protagonistas en la aprendizaje y en el intercambio de contenidos, destacando su importancia en las prácticas pedagógicas.A área de design de games vem crescendo potencialmente frente às possibilidades tecnológicas atuais e trazendo com ela o respectivo uso também na área educacional. Esta pesquisa objetivou analisar as contribuições do design de games para a aprendizagem, desenvolvido por alunos do 1º módulo do Curso Técnico em Desenvolvimento de Sistemas de uma Escola Técnica Estadual, no decorrer das aulas dos componentes curriculares de “Programação Web I” e “Design Digital”, durante o 2º semestre do ano de 2019. Os alunos participaram de um projeto de design de games, em grupos, desde o protótipo até a implementação final, a fim de contribuírem para o aprendizado de conteúdos tecnológicos, criando mais possibilidades nas metodologias de ensino do Curso Técnico em Desenvolvimento de Sistemas. Dessa forma, analisou-se, a partir de algumas problemáticas levantadas, as contribuições dos alunos no design de games para a aprendizagem, como ferramenta de apoio às práticas pedagógicas, na apropriação do conhecimento, trazendo práticas inovadoras para a sala de aula. Os principais referenciais teóricos que deram base à pesquisa no aprofundamento do tema “jogos na educação” foram: Mattar (2010, 2017), Santaella (2003a, 2003b, 2004, 2013), Prensky (2001, 2012), Alves (2013, 2014), Cruz e Ramos (2018), Gee (2009) e Kishimoto (2010). Para embasar as práticas pedagógicas contou-se com os autores Freire (1978, 2000, 2013), Gimeno Sacristán (2020) e Perrenoud (1993, 2013), entre outros. Primeiramente, foi aplicado um questionário com perguntas fechadas, para o levantamento dos melhores conteúdos a serem abordados nos jogos, assim como para a identificação do perfil dos estudantes. Em um segundo momento, o mesmo grupo de alunos participou de uma aula gamificada, em que se utilizou de um jogo digital, desenvolvido pela pesquisadora, para abordar os conteúdos do componente curricular, e após a participação no jogo, cada grupo respondeu a uma pergunta aberta a respeito da experiência da aula. A partir da gamificação, os alunos iniciaram o projeto de design de games. Nesta etapa foi empregado um questionário qualitativo, com perguntas abertas, buscando analisar a atuação do aluno como protagonista no design de games para a aprendizagem, bem como os desafios e as potencialidades que a metodologia abrangeu ao ser aplicada. Na última etapa, escolheu-se um dos games desenvolvidos pelos grupos de alunos de 2019 e aplicou-se com a turma subsequente do mesmo curso em meados de 2020, como ferramenta das práticas pedagógicas do componente curricular “Programação Web I”. Em seguida, solicitou-se que cada estudante preenchesse um questionário aberto com as suas percepções sobre a metodologia utilizada. Por fim, a Análise de Conteúdo foi realizada à luz de Franco (2008) e Severino (2007), enfatizando as categorias e unidades de análise a fim de aprofundar os conceitos desta abordagem. Os principais resultados alcançados mostraram que, no processo de design de games, os alunos são estimulados a perceber seu papel de protagonistas na aprendizagem e no compartilhamento de conteúdos, enfatizando sua importância nas práticas pedagógicas.Submitted by Nadir Basilio (nadirsb@uninove.br) on 2023-12-06T19:30:25Z No. of bitstreams: 1 Dalva Célia Henriques Rocha Guazzelli.pdf: 4765305 bytes, checksum: 9b1fe9ecdc9edce4d9075883f0daba49 (MD5)Made available in DSpace on 2023-12-06T19:30:25Z (GMT). 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dc.title.por.fl_str_mv Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
dc.title.alternative.eng.fl_str_mv Game design for learning: analysis of the contributions of professional education students.
dc.title.alternative.spa.fl_str_mv Diseño de juegos para el aprendizaje: análisis de las contribuciones de los estudiantes de la educación profesional
title Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
spellingShingle Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
Guazzelli, Dalva Célia Henriques Rocha
design de games
aprendizagem baseada em jogos
jogos na educação
gamificação
educação profissional
game design
games-based learning
games in education
gamification
professional education
diseño de juegos
aprendizaje basado en juegos
juegos en educación
gamificación
educación profesional
CIENCIAS HUMANAS::EDUCACAO
title_short Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
title_full Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
title_fullStr Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
title_full_unstemmed Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
title_sort Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional
author Guazzelli, Dalva Célia Henriques Rocha
author_facet Guazzelli, Dalva Célia Henriques Rocha
author_role author
dc.contributor.advisor1.fl_str_mv Terçariol, Adriana Aparecida de Lima
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/2550466423628629
dc.contributor.referee1.fl_str_mv Terçariol, Adriana Aparecida de Lima
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/2550466423628629
dc.contributor.referee2.fl_str_mv Fusaro, Márcia do Carmo Felismino
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/9530154078991445
dc.contributor.referee3.fl_str_mv Teixeira, Rosiley Aparecida
dc.contributor.referee3Lattes.fl_str_mv http://lattes.cnpq.br/9920259406963954
dc.contributor.referee4.fl_str_mv Constantino, Paulo Roberto Prado
dc.contributor.referee4Lattes.fl_str_mv http://lattes.cnpq.br/8435853599892598
dc.contributor.referee5.fl_str_mv Gitahy, Raquel Rosan Christino
dc.contributor.referee5Lattes.fl_str_mv http://lattes.cnpq.br/2170926949956746
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/5681234162824523
dc.contributor.author.fl_str_mv Guazzelli, Dalva Célia Henriques Rocha
contributor_str_mv Terçariol, Adriana Aparecida de Lima
Terçariol, Adriana Aparecida de Lima
Fusaro, Márcia do Carmo Felismino
Teixeira, Rosiley Aparecida
Constantino, Paulo Roberto Prado
Gitahy, Raquel Rosan Christino
dc.subject.por.fl_str_mv design de games
aprendizagem baseada em jogos
jogos na educação
gamificação
educação profissional
topic design de games
aprendizagem baseada em jogos
jogos na educação
gamificação
educação profissional
game design
games-based learning
games in education
gamification
professional education
diseño de juegos
aprendizaje basado en juegos
juegos en educación
gamificación
educación profesional
CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv game design
games-based learning
games in education
gamification
professional education
dc.subject.spa.fl_str_mv diseño de juegos
aprendizaje basado en juegos
juegos en educación
gamificación
educación profesional
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::EDUCACAO
description The game design area has been growing potentially due to the current technological possibilities and bringing with it the respective use also in the educational area. This research aimed to analyze the contributions of game design for learning, developed by students of the 1st module of the Technical Course in Systems Development of a State Technical School, during the classes of the curricular components of "Web Programming I" and "Digital Design", during the 2nd semester of 2019. The students participated in a game design project, in groups, from the prototype to the final implementation, in order to contribute to the learning of technological content, creating more possibilities in the teaching methodologies of the Technical Course in Systems Development. Thus, it was analyzed from some issues raised, the contributions of students in the design of games for learning, as a tool to support pedagogical practices, in the appropriation of knowledge, bringing innovative practices to the classroom. The main theoretical references that supported the research in the deepening of the theme “games in education” were: Mattar (2010, 2017), Santaella (2003a, 2003b, 2004, 2013), Prensky (2001, 2012), Alves (2013, 2014), Cruz and Ramos (2018), Gee (2009) and Kishimoto (2010). To base the pedagogical practices, the authors counted on the authors Freire (1978, 2000, 2013), Gimeno Sacristán (2020) and Perrenoud (1993, 2013), among others. First, a questionnaire with closed questions was applied, to survey the best content to be addressed in the games, as well as to identify the profile of the students. Secondly, the same group of students participated in a gamified class, in which a digital game was developed, developed by the researcher, to approach the contents of the curricular component, and after participating in the game, each group answered an open question about the class experience. From gamification, students started the game design project. In this stage, a qualitative questionnaire was used, with open questions, seeking to analyze the student's performance as protagonist in the design of games for learning, as well as the challenges and potentialities that the methodology covered when applied. In the last stage, one of the games developed by the groups of students of 2019 was chosen and applied with the subsequent class of the same course in mid-2020, as a tool for the pedagogical practices of the curricular component “Web Programming I”. Then, each student was asked to complete an open questionnaire with their perceptions of the methodology used. Finally, Content Analysis was carried out in the light of Franco (2008) and Severino (2007), emphasizing the categories and units of analysis in order to deepen the concepts of this approach. The main results achieved showed that in the game design process, students are promoted to realize their role as protagonists in the learning and in the sharing of content, emphasizing their importance in pedagogical practices.
publishDate 2021
dc.date.issued.fl_str_mv 2021-04-06
dc.date.accessioned.fl_str_mv 2023-12-06T19:30:25Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
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dc.identifier.citation.fl_str_mv Guazzelli, Dalva Célia Henriques Rocha. Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional. 2021. 203 f. Tese( Programa de Pós-Graduação em Educação) - Universidade Nove de Julho, São Paulo.
dc.identifier.uri.fl_str_mv http://bibliotecatede.uninove.br/handle/tede/3278
identifier_str_mv Guazzelli, Dalva Célia Henriques Rocha. Design de games para a aprendizagem: análise das contribuições dos estudantes da educação profissional. 2021. 203 f. Tese( Programa de Pós-Graduação em Educação) - Universidade Nove de Julho, São Paulo.
url http://bibliotecatede.uninove.br/handle/tede/3278
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language por
dc.relation.cnpq.fl_str_mv -240345818910352367
dc.relation.confidence.fl_str_mv 600
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dc.publisher.none.fl_str_mv Universidade Nove de Julho
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Educação
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dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Educação
publisher.none.fl_str_mv Universidade Nove de Julho
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