Os efeitos da gamificação na facilitação de treinamentos corporativos
| Ano de defesa: | 2023 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| 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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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). No. of bitstreams: 1 DiêgoRodriguesDissertacao2023.pdf: 3968802 bytes, checksum: 7e81db10c7587f29f6ba1a16fa16e793 (MD5) Previous issue date: 2023-07-03application/pdfhttps://bdtd.ucb.br:8443/jspui/retrieve/11414/Di%c3%aagoRodriguesDissertacao2023.pdf.jpgporUniversidade Católica de BrasíliaPrograma Stricto Sensu em EducaçãoUCBBrasilEscola de Educação, Tecnologia e ComunicaçãoGamificaçãoTreinamento corporativoEnsino-aprendizagemGamificationCorporate trainingTeaching-learningCNPQ::CIENCIAS HUMANAS::EDUCACAOOs efeitos da gamificação na facilitação de treinamentos corporativosinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UCBinstname:Universidade Católica de Brasília (UCB)instacron:UCBLICENSElicense.txtlicense.txttext/plain; charset=utf-81905https://bdtd.ucb.br:8443/jspui/bitstream/tede/3319/1/license.txt75558dcf859532757239878b42f1c2c7MD51ORIGINALDiêgoRodriguesDissertacao2023.pdfDiêgoRodriguesDissertacao2023.pdfapplication/pdf3968802https://bdtd.ucb.br:8443/jspui/bitstream/tede/3319/2/Di%C3%AAgoRodriguesDissertacao2023.pdf7e81db10c7587f29f6ba1a16fa16e793MD52TEXTDiêgoRodriguesDissertacao2023.pdf.txtDiêgoRodriguesDissertacao2023.pdf.txttext/plain298493https://bdtd.ucb.br:8443/jspui/bitstream/tede/3319/3/Di%C3%AAgoRodriguesDissertacao2023.pdf.txt42cb190ca579d604415070fcca7db543MD53THUMBNAILDiêgoRodriguesDissertacao2023.pdf.jpgDiêgoRodriguesDissertacao2023.pdf.jpgimage/jpeg3364https://bdtd.ucb.br:8443/jspui/bitstream/tede/3319/4/Di%C3%AAgoRodriguesDissertacao2023.pdf.jpgd0839c92db6b544f9bbafdb6b0a5faddMD54tede/33192023-11-13 13:01:23.588oai:bdtd.ucb.br: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 Digital de Teses e Dissertaçõeshttps://bdtd.ucb.br:8443/jspui/PRIhttps://bdtd.ucb.br:8443/oai/requestsdi@ucb.bropendoar:47812023-11-13T13:01:23Biblioteca Digital de Teses e Dissertações da UCB - Universidade Católica de Brasília (UCB)false |
| 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. |
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2023 |
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2023-11-13T12:51:17Z |
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2023-07-03 |
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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. |
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https://bdtd.ucb.br:8443/jspui/handle/tede/3319 |
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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. |
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