Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará
| Ano de defesa: | 2025 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Não Informado pela instituição
|
| Programa de Pós-Graduação: |
Não Informado pela instituição
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Não Informado pela instituição
|
| Área do conhecimento CNPq: | |
| Link de acesso: | http://repositorio.ufc.br/handle/riufc/80222 |
Resumo: | The teaching of Chemistry in laboratories is essential for the development of procedural skills, the handling of equipment and chemicals, the observation of phenomena, and the interpretation of results, preparing students for future careers in Science and Technology. However, laboratory teaching faces challenges, such as low adherence to safety standards, improper use of Personal Protective Equipment (PPE), and limited student participation in practical activities. Traditional assessment methods, such as reports and written exams, often fail to motivate students and encourage active participation. To address these difficulties, this study proposed Gamification as a pedagogical strategy. Gamification applies game mechanics, aesthetics, and dynamics to the educational context, aiming to increase student motivation and engagement. The methodology was implemented in Organic Chemistry Experimental disciplines involving students from Agronomy, Biotechnology, Pharmacy, and Chemistry courses at the Federal University of Ceará (UFC) during the academic semesters 23.1, 23.2, and 24.1, totaling 100 students. The methodological approach consisted of creating missions that incorporated typical game elements, such as challenges, rules, time, points, virtual coins, badges, feedback, and rankings. Students earned points for positive attitudes and were penalized for negative attitudes, in addition to receiving virtual coins exchangeable for rewards in the Gamefik app's virtual store. The best performances in each mission were rewarded with badges, and additional raffles awarded the top three ranked students. The total score accumulated across the missions determined the final grade for the course, eliminating the need for written exams. An electronic form combining quantitative methods with a Likert scale and qualitative methods was used to analyze the results. Gamification was evaluated with an average score of 8.8 ± 1.3 by students on a scale of 0 to 10. On the User Engagement Scale (UES-SF), it achieved an average score of 4.09 on a scale of 0 to 5. Additionally, over 80% of students positively evaluated the stages of the methodology applied. Gamification proved advantageous in promoting engagement and compliance with safety standards. It encouraged cooperation and teamwork while enhancing students' practical and cognitive skills. It is concluded that Gamification, when well-planned and implemented, can overcome traditional challenges in Organic Chemistry laboratory teaching, providing a dynamic, engaging, and conducive learning environment. |
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Jucá, Renner César SilveiraLeite Junior, Antonio José MeloSilva Júnior, José Nunes da2025-03-28T18:42:26Z2025-03-28T18:42:26Z2025JUCÁ, Renner César Silveira. Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará. 2025. 201 f. Dissertação (Mestrado em Química) - Universidade Federal do Ceará, Fortaleza, 2025.http://repositorio.ufc.br/handle/riufc/80222The teaching of Chemistry in laboratories is essential for the development of procedural skills, the handling of equipment and chemicals, the observation of phenomena, and the interpretation of results, preparing students for future careers in Science and Technology. However, laboratory teaching faces challenges, such as low adherence to safety standards, improper use of Personal Protective Equipment (PPE), and limited student participation in practical activities. Traditional assessment methods, such as reports and written exams, often fail to motivate students and encourage active participation. To address these difficulties, this study proposed Gamification as a pedagogical strategy. Gamification applies game mechanics, aesthetics, and dynamics to the educational context, aiming to increase student motivation and engagement. The methodology was implemented in Organic Chemistry Experimental disciplines involving students from Agronomy, Biotechnology, Pharmacy, and Chemistry courses at the Federal University of Ceará (UFC) during the academic semesters 23.1, 23.2, and 24.1, totaling 100 students. The methodological approach consisted of creating missions that incorporated typical game elements, such as challenges, rules, time, points, virtual coins, badges, feedback, and rankings. Students earned points for positive attitudes and were penalized for negative attitudes, in addition to receiving virtual coins exchangeable for rewards in the Gamefik app's virtual store. The best performances in each mission were rewarded with badges, and additional raffles awarded the top three ranked students. The total score accumulated across the missions determined the final grade for the course, eliminating the need for written exams. An electronic form combining quantitative methods with a Likert scale and qualitative methods was used to analyze the results. Gamification was evaluated with an average score of 8.8 ± 1.3 by students on a scale of 0 to 10. On the User Engagement Scale (UES-SF), it achieved an average score of 4.09 on a scale of 0 to 5. Additionally, over 80% of students positively evaluated the stages of the methodology applied. Gamification proved advantageous in promoting engagement and compliance with safety standards. It encouraged cooperation and teamwork while enhancing students' practical and cognitive skills. It is concluded that Gamification, when well-planned and implemented, can overcome traditional challenges in Organic Chemistry laboratory teaching, providing a dynamic, engaging, and conducive learning environment.O ensino em laboratório de Química é fundamental para o desenvolvimento de habilidades procedimentais, o manuseio de equipamentos e produtos químicos, a observação de fenômenos e a interpretação de resultados, preparando os estudantes para futuras carreiras em Ciência e Tecnologia. No entanto, o ensino laboratorial enfrenta desafios, como a baixa adesão às normas de segurança, o uso inadequado de Equipamentos de Proteção Individual (EPIs) e a participação limitada dos estudantes nas atividades práticas. Métodos avaliativos tradicionais, como relatórios e provas escritas, podem falhar em motivar os estudantes e estimular sua participação ativa. Para solucionar essas dificuldades, esta pesquisa propôs a Gamificação como estratégia pedagógica. A Gamificação aplica mecânicas, estéticas e dinâmicas de jogos ao contexto educacional, buscando aumentar a motivação e o engajamento dos estudantes. A metodologia foi implementada em disciplinas de Química Orgânica Experimental, nos cursos de Agronomia, Biotecnologia, Farmácia e Química da Universidade Federal do Ceará (UFC), durante os semestres letivos 23.1, 23.2 e 24.1, totalizando 100 estudantes. A abordagem metodológica consistiu na criação de missões que incorporam elementos típicos de jogos, como desafios, regras, tempo, pontuações, moedas virtuais, distintivos, feedbacks e rankings. Os estudantes recebiam pontuações por atitudes positivas e eram penalizados por atitudes negativas, além de moedas virtuais trocáveis por brindes na loja virtual do aplicativo Gamefik. Os melhores desempenhos em cada missão eram premiados com distintivos, e sorteios extras recompensavam os três primeiros colocados no ranking geral. O somatório das pontuações ao longo das missões determinou a nota final da disciplina, deixando de haver provas escritas. Um formulário eletrônico, que combinava métodos quantitativos com escala Likert e qualitativos, analisou os resultados. A Gamificação foi avaliada com uma média de 8,8 ± 1,3 pelos estudantes, em uma escala de 0 a 10. Na Escala de Engajamento do Usuário (UES-SF), obteve uma pontuação média de 4,09 em uma escala de 0 a 5. Além disso, mais de 80% dos estudantes avaliaram positivamente as etapas da metodologia aplicada. A Gamificação mostrou-se vantajosa para promover o engajamento e o cumprimento das normas de segurança. Incentivou a cooperação e o trabalho em equipe, além de melhorar as habilidades práticas e cognitivas dos estudantes. Conclui-se que a Gamificação, quando bem planejada e implementada, pode superar os desafios tradicionais do ensino de Química Orgânica em laboratório, proporcionando um ambiente dinâmico, engajador e propício ao aprendizado.Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do CearáGamification of Experimental Organic Chemistry Courses at the Federal University of Cearáinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisEnsino de químicaQuímica OrgânicaLaboratórioGamificaçãoChemistry educationOrganic ChemistryLaboratoryGamificationCNPQ::CIENCIAS EXATAS E DA TERRA::QUIMICAinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttps://orcid.org/0009-0008-7074-3455http://lattes.cnpq.br/4280029841662378https://orcid.org/0000-0002-6631-4382http://lattes.cnpq.br/0514698417950131https://orcid.org/0000-0002-5061-1489http://lattes.cnpq.br/26106195672909432025-03-28LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/80222/4/license.txt8a4605be74aa9ea9d79846c1fba20a33MD54ORIGINAL2025_dis_rcsjuca.pdf2025_dis_rcsjuca.pdfapplication/pdf7020089http://repositorio.ufc.br/bitstream/riufc/80222/3/2025_dis_rcsjuca.pdffca7684e3985536647c34c37d96e0434MD53riufc/802222025-03-28 15:42:31.42oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2025-03-28T18:42:31Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false |
| dc.title.pt_BR.fl_str_mv |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará |
| dc.title.en.pt_BR.fl_str_mv |
Gamification of Experimental Organic Chemistry Courses at the Federal University of Ceará |
| title |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará |
| spellingShingle |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará Jucá, Renner César Silveira CNPQ::CIENCIAS EXATAS E DA TERRA::QUIMICA Ensino de química Química Orgânica Laboratório Gamificação Chemistry education Organic Chemistry Laboratory Gamification |
| title_short |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará |
| title_full |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará |
| title_fullStr |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará |
| title_full_unstemmed |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará |
| title_sort |
Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará |
| author |
Jucá, Renner César Silveira |
| author_facet |
Jucá, Renner César Silveira |
| author_role |
author |
| dc.contributor.co-advisor.none.fl_str_mv |
Leite Junior, Antonio José Melo |
| dc.contributor.author.fl_str_mv |
Jucá, Renner César Silveira |
| dc.contributor.advisor1.fl_str_mv |
Silva Júnior, José Nunes da |
| contributor_str_mv |
Silva Júnior, José Nunes da |
| dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS EXATAS E DA TERRA::QUIMICA |
| topic |
CNPQ::CIENCIAS EXATAS E DA TERRA::QUIMICA Ensino de química Química Orgânica Laboratório Gamificação Chemistry education Organic Chemistry Laboratory Gamification |
| dc.subject.ptbr.pt_BR.fl_str_mv |
Ensino de química Química Orgânica Laboratório Gamificação |
| dc.subject.en.pt_BR.fl_str_mv |
Chemistry education Organic Chemistry Laboratory Gamification |
| description |
The teaching of Chemistry in laboratories is essential for the development of procedural skills, the handling of equipment and chemicals, the observation of phenomena, and the interpretation of results, preparing students for future careers in Science and Technology. However, laboratory teaching faces challenges, such as low adherence to safety standards, improper use of Personal Protective Equipment (PPE), and limited student participation in practical activities. Traditional assessment methods, such as reports and written exams, often fail to motivate students and encourage active participation. To address these difficulties, this study proposed Gamification as a pedagogical strategy. Gamification applies game mechanics, aesthetics, and dynamics to the educational context, aiming to increase student motivation and engagement. The methodology was implemented in Organic Chemistry Experimental disciplines involving students from Agronomy, Biotechnology, Pharmacy, and Chemistry courses at the Federal University of Ceará (UFC) during the academic semesters 23.1, 23.2, and 24.1, totaling 100 students. The methodological approach consisted of creating missions that incorporated typical game elements, such as challenges, rules, time, points, virtual coins, badges, feedback, and rankings. Students earned points for positive attitudes and were penalized for negative attitudes, in addition to receiving virtual coins exchangeable for rewards in the Gamefik app's virtual store. The best performances in each mission were rewarded with badges, and additional raffles awarded the top three ranked students. The total score accumulated across the missions determined the final grade for the course, eliminating the need for written exams. An electronic form combining quantitative methods with a Likert scale and qualitative methods was used to analyze the results. Gamification was evaluated with an average score of 8.8 ± 1.3 by students on a scale of 0 to 10. On the User Engagement Scale (UES-SF), it achieved an average score of 4.09 on a scale of 0 to 5. Additionally, over 80% of students positively evaluated the stages of the methodology applied. Gamification proved advantageous in promoting engagement and compliance with safety standards. It encouraged cooperation and teamwork while enhancing students' practical and cognitive skills. It is concluded that Gamification, when well-planned and implemented, can overcome traditional challenges in Organic Chemistry laboratory teaching, providing a dynamic, engaging, and conducive learning environment. |
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2025 |
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2025-03-28T18:42:26Z |
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2025-03-28T18:42:26Z |
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2025 |
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JUCÁ, Renner César Silveira. Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará. 2025. 201 f. Dissertação (Mestrado em Química) - Universidade Federal do Ceará, Fortaleza, 2025. |
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JUCÁ, Renner César Silveira. Gamificação de disciplinas de Química Orgânica Experimental na Universidade Federal do Ceará. 2025. 201 f. Dissertação (Mestrado em Química) - Universidade Federal do Ceará, Fortaleza, 2025. |
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