Os efeitos da gamificação na facilitação de treinamentos corporativos

Detalhes bibliográficos
Ano de defesa: 2023
Autor(a) principal: Rodrigues, Diêgo Borges lattes
Orientador(a): Dravet, Florence Marie lattes
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Católica de Brasília
Programa de Pós-Graduação: Programa Stricto Sensu em Educação
Departamento: Escola de Educação, Tecnologia e Comunicação
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://bdtd.ucb.br:8443/jspui/handle/tede/3319
Resumo: The overwhelming competition between companies in the face of the changes that the world has experienced, together with the speed of their progress, means that they naturally compete for every customer. In view of this, they need to invest in actions that fulfill the objective of developing their employees and, consequently, their products/services. In order to achieve this goal, training must be assertive, including in its method. Nowadays there are a variety of resources that make dynamic training possible and that require commitment, attention and interaction from the participants. One of these approaches is gamification, which essentially brings the concept and elements of games to non-game contexts. The aim of this research is to see whether the use of gamification in training makes it attractive to participants in the corporate environment. To carry out this investigation, we used a qualitative-quantitative approach of an applied nature, exploratory research into two gamified training courses offered, the first being a test and the second definitive. To generate the data, two questionnaires were applied, one before and one after the definitive gamified training, Participant Observation, Field Diary and Observation Script during the application, which was then analyzed using descriptive content analysis. Authors such as Lev Vygostky, David Paul Ausubel, MC Macgonigal, Karl Kapp and others were used to provide the theoretical basis for the research. As a result, it was found that the use of gamification made training attractive in the corporate environment for the public who took part in the research, given that there were several reports from participants stating that the use of the gamification approach stimulated their interest in training. Furthermore, after the field research, 5 of the 16 participants changed their minds about gamification, stating that it is their new preferred form of training. With the results obtained, this research serves as a basis for further studies aimed at deepening knowledge about the effectiveness of gamification in an organizational context.
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spelling Dravet, Florence Mariehttp://lattes.cnpq.br/8270095556059896http://lattes.cnpq.br/9363267671125534Rodrigues, Diêgo Borges2023-11-13T12:51:17Z2023-07-03RODRIGUES, Diêgo Borges. Os efeitos da gamificação na facilitação de treinamentos corporativos. 2023. 166 f. Dissertação (Programa Stricto Sensu em Educação) - Universidade Católica de Brasília, Brasília, 2023.https://bdtd.ucb.br:8443/jspui/handle/tede/3319The overwhelming competition between companies in the face of the changes that the world has experienced, together with the speed of their progress, means that they naturally compete for every customer. In view of this, they need to invest in actions that fulfill the objective of developing their employees and, consequently, their products/services. In order to achieve this goal, training must be assertive, including in its method. Nowadays there are a variety of resources that make dynamic training possible and that require commitment, attention and interaction from the participants. One of these approaches is gamification, which essentially brings the concept and elements of games to non-game contexts. The aim of this research is to see whether the use of gamification in training makes it attractive to participants in the corporate environment. To carry out this investigation, we used a qualitative-quantitative approach of an applied nature, exploratory research into two gamified training courses offered, the first being a test and the second definitive. To generate the data, two questionnaires were applied, one before and one after the definitive gamified training, Participant Observation, Field Diary and Observation Script during the application, which was then analyzed using descriptive content analysis. Authors such as Lev Vygostky, David Paul Ausubel, MC Macgonigal, Karl Kapp and others were used to provide the theoretical basis for the research. As a result, it was found that the use of gamification made training attractive in the corporate environment for the public who took part in the research, given that there were several reports from participants stating that the use of the gamification approach stimulated their interest in training. Furthermore, after the field research, 5 of the 16 participants changed their minds about gamification, stating that it is their new preferred form of training. With the results obtained, this research serves as a basis for further studies aimed at deepening knowledge about the effectiveness of gamification in an organizational context.A concorrência avassaladora entre as empresas diante das mudanças que o mundo tem vivido juntamente com a velocidade de seus avanços faz com que, naturalmente, elas disputem cada cliente. Diante disso, elas precisam investir em ações que cumpram o objetivo de desenvolver seus colaboradores e, por consequência, seus produtos/serviços. Para tanto, é necessário que o treinamento seja assertivo, inclusive em seu método. Atualmente, há uma variedade de recursos que possibilitam treinamentos dinâmicos e que requerem comprometimento, atenção e interação dos participantes. Uma dessas abordagens é a gamificação que traz em sua essência o conceito e elementos de jogos para contextos que não são jogos. Esta pesquisa tem como objetivo verificar se o uso de gamificação em treinamentos os torna atrativos para os participantes no ambiente corporativo. Para realizar essa investigação foram utilizadas a abordagem qualiquantitativa de natureza aplicada, pesquisa exploratória em dois treinamentos gamificado ofertados, sendo o primeiro um teste e o segundo, definitivo. Na geração dos dados foram aplicados dois questionários, um antes e outro após o treinamento gamificado definitivo, Observação Participante, Diário de Campo e Roteiro de Observação durante a aplicação que, posteriormente, foi minuciada, na análise de conteúdo, por meio do modo descritivo. Para embasar, teoricamente, a pesquisa foram utilizados autores como, por exemplo, Lev Vygostky, David Paul Ausubel, MC Macgonigal, Karl Kapp entre outros. Como resultado, foi verificado que o uso da gamificação tornou o treinamento atrativo no ambiente corporativo para o público que participou da pesquisa, tendo em vista que houve diversos relatos dos participantes afirmando que a utilização da abordagem de gamificação os estimulou a ter interesse no treinamento. Ademais, após a aplicação da pesquisa de campo, 5 dos 16 participantes mudaram de opinião sobre a gamificação, afirmando que esta é a nova preferência de forma de treinamento deles. Com os resultados obtidos, essa pesquisa serve de base para novos estudos que tenham como objetivo aprofundar o conhecimento sobre a efetividade da gamificação em contexto organizacional.Submitted by Ihorranna Oliveira (ihorranna.oliveira@ucb.br) on 2023-10-16T17:04:59Z No. of bitstreams: 1 DiêgoRodriguesDissertacao2023.pdf: 3968802 bytes, checksum: 7e81db10c7587f29f6ba1a16fa16e793 (MD5)Approved for entry into archive by Sara Ribeiro (sara.ribeiro@ucb.br) on 2023-11-13T12:51:17Z (GMT) No. of bitstreams: 1 DiêgoRodriguesDissertacao2023.pdf: 3968802 bytes, checksum: 7e81db10c7587f29f6ba1a16fa16e793 (MD5)Made available in DSpace on 2023-11-13T12:51:17Z (GMT). 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dc.title.por.fl_str_mv Os efeitos da gamificação na facilitação de treinamentos corporativos
title Os efeitos da gamificação na facilitação de treinamentos corporativos
spellingShingle Os efeitos da gamificação na facilitação de treinamentos corporativos
Rodrigues, Diêgo Borges
Gamificação
Treinamento corporativo
Ensino-aprendizagem
Gamification
Corporate training
Teaching-learning
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short Os efeitos da gamificação na facilitação de treinamentos corporativos
title_full Os efeitos da gamificação na facilitação de treinamentos corporativos
title_fullStr Os efeitos da gamificação na facilitação de treinamentos corporativos
title_full_unstemmed Os efeitos da gamificação na facilitação de treinamentos corporativos
title_sort Os efeitos da gamificação na facilitação de treinamentos corporativos
author Rodrigues, Diêgo Borges
author_facet Rodrigues, Diêgo Borges
author_role author
dc.contributor.advisor1.fl_str_mv Dravet, Florence Marie
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/8270095556059896
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9363267671125534
dc.contributor.author.fl_str_mv Rodrigues, Diêgo Borges
contributor_str_mv Dravet, Florence Marie
dc.subject.por.fl_str_mv Gamificação
Treinamento corporativo
Ensino-aprendizagem
topic Gamificação
Treinamento corporativo
Ensino-aprendizagem
Gamification
Corporate training
Teaching-learning
CNPQ::CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv Gamification
Corporate training
Teaching-learning
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::EDUCACAO
description The overwhelming competition between companies in the face of the changes that the world has experienced, together with the speed of their progress, means that they naturally compete for every customer. In view of this, they need to invest in actions that fulfill the objective of developing their employees and, consequently, their products/services. In order to achieve this goal, training must be assertive, including in its method. Nowadays there are a variety of resources that make dynamic training possible and that require commitment, attention and interaction from the participants. One of these approaches is gamification, which essentially brings the concept and elements of games to non-game contexts. The aim of this research is to see whether the use of gamification in training makes it attractive to participants in the corporate environment. To carry out this investigation, we used a qualitative-quantitative approach of an applied nature, exploratory research into two gamified training courses offered, the first being a test and the second definitive. To generate the data, two questionnaires were applied, one before and one after the definitive gamified training, Participant Observation, Field Diary and Observation Script during the application, which was then analyzed using descriptive content analysis. Authors such as Lev Vygostky, David Paul Ausubel, MC Macgonigal, Karl Kapp and others were used to provide the theoretical basis for the research. As a result, it was found that the use of gamification made training attractive in the corporate environment for the public who took part in the research, given that there were several reports from participants stating that the use of the gamification approach stimulated their interest in training. Furthermore, after the field research, 5 of the 16 participants changed their minds about gamification, stating that it is their new preferred form of training. With the results obtained, this research serves as a basis for further studies aimed at deepening knowledge about the effectiveness of gamification in an organizational context.
publishDate 2023
dc.date.accessioned.fl_str_mv 2023-11-13T12:51:17Z
dc.date.issued.fl_str_mv 2023-07-03
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dc.identifier.citation.fl_str_mv RODRIGUES, Diêgo Borges. Os efeitos da gamificação na facilitação de treinamentos corporativos. 2023. 166 f. Dissertação (Programa Stricto Sensu em Educação) - Universidade Católica de Brasília, Brasília, 2023.
dc.identifier.uri.fl_str_mv https://bdtd.ucb.br:8443/jspui/handle/tede/3319
identifier_str_mv RODRIGUES, Diêgo Borges. Os efeitos da gamificação na facilitação de treinamentos corporativos. 2023. 166 f. Dissertação (Programa Stricto Sensu em Educação) - Universidade Católica de Brasília, Brasília, 2023.
url https://bdtd.ucb.br:8443/jspui/handle/tede/3319
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