Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana
| Ano de defesa: | 2021 |
|---|---|
| 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
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| Programa de Pós-Graduação: |
Não Informado pela instituição
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| Departamento: |
Não Informado pela instituição
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| País: |
Não Informado pela instituição
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| Palavras-chave em Português: | |
| Link de acesso: | http://www.repositorio.ufc.br/handle/riufc/57040 |
Resumo: | Active methodologies are student-centered methods based on their prior knowledge and instigating their curiosity and creativity in order to promote meaningful learning. Among these methodologies we have the Time Based Learning (TBL), the board games and gamification that are valuable tools as active methodologies in the teaching and learning processes of Anatomy. Based on these premises, the objective of this work was to identify whether I use active methodologies associated with TBL and Kahoot promoted significant learning. An exploratory, descriptive, almost experimental study was carried out with a quantitative approach in the discipline of human anatomy. To assess learning, a board game, TBL and Kahoot were applied as a gamification tool. The research participants were evaluated before, after the activities were carried out and six months after the Kahoot activities and board games. There was a statistically significant difference in learning after using the board game. It was found that the interviewees reported that the games associated with TBL help to fix the content and that facilitate the learning of anatomy. It was observed that the gamification strategy promoted significant learning when compared to traditional teaching. Regarding long-term learning, it was observed that even after six months of carrying out the activities, students retain long-term knowledge. Regarding the retention of this knowledge, it was found that the kahoot performed six months after the post-test that the students on the topics discussed: bones and joint when compared to the pre-test showed a statistically significant difference (p <0.0001) . Note that even after six months, students retain knowledge. significant. It was found that kahoot, board games and TBL are strategies that promote significant learning in the short and long term and that the use of these active methodologies such as board games and kahoot works as a multimodal tool in the construction of anatomical knowledge, promoting dynamic learning, playful and significant, it was concluded that in relation to the positive aspects, the use of the game promoted significant learning by improving the numbers of correct answers and anatomy learning. |
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Morano, Domingos Antônio Clemente Maria SilvioSousa, Renata AlvesCerqueira, Gilberto Santos2021-03-09T17:23:12Z2021-03-09T17:23:12Z2021-01-08MORANO, D. A. C. M. S. Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana. 2021. 90 f. Dissertação (Mestrado em Ciências Morfofuncionais) - Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, 2021.http://www.repositorio.ufc.br/handle/riufc/57040Active methodologies are student-centered methods based on their prior knowledge and instigating their curiosity and creativity in order to promote meaningful learning. Among these methodologies we have the Time Based Learning (TBL), the board games and gamification that are valuable tools as active methodologies in the teaching and learning processes of Anatomy. Based on these premises, the objective of this work was to identify whether I use active methodologies associated with TBL and Kahoot promoted significant learning. An exploratory, descriptive, almost experimental study was carried out with a quantitative approach in the discipline of human anatomy. To assess learning, a board game, TBL and Kahoot were applied as a gamification tool. The research participants were evaluated before, after the activities were carried out and six months after the Kahoot activities and board games. There was a statistically significant difference in learning after using the board game. It was found that the interviewees reported that the games associated with TBL help to fix the content and that facilitate the learning of anatomy. It was observed that the gamification strategy promoted significant learning when compared to traditional teaching. Regarding long-term learning, it was observed that even after six months of carrying out the activities, students retain long-term knowledge. Regarding the retention of this knowledge, it was found that the kahoot performed six months after the post-test that the students on the topics discussed: bones and joint when compared to the pre-test showed a statistically significant difference (p <0.0001) . Note that even after six months, students retain knowledge. significant. It was found that kahoot, board games and TBL are strategies that promote significant learning in the short and long term and that the use of these active methodologies such as board games and kahoot works as a multimodal tool in the construction of anatomical knowledge, promoting dynamic learning, playful and significant, it was concluded that in relation to the positive aspects, the use of the game promoted significant learning by improving the numbers of correct answers and anatomy learning.As metodologias ativas são métodos centrados no aluno partindo do seu conhecimento prévio e instigando sua curiosidade e criatividade com o objetivo de promover a aprendizagem significativa. Dentre essas metodologias temos a Aprendizagem Baseada em Time (TBL), os jogos de tabuleiros e gamificação que são ferramentas valiosas como metodologias ativas nos processos de ensino e de aprendizagem de Anatomia. Com base nessas premissas o objetivo desse trabalho foi identificar se uso metodologias ativas associada o TBL e o Kahoot promovia uma aprendizagem significativa. Foi realizado um estudo exploratório descritivo, quase experimental com abordagem quantitativa na disciplina de anatomia humana. Para avaliação da aprendizagem foi aplicado um jogo de tabuleiro, o TBL e o Kahoot como ferramenta de gamificação. Os participantes da pesquisa foram avaliados antes, após a realização das atividades e seis meses após a realização das atividades do Kahoot e jogos de tabuleiros. Observou-se uma diferença estatisticamente significativa no aprendizado após a utilização do jogo de tabuleiro. Verificou-se que os entrevistados relataram que os jogos associados ao TBL ajudam a fixar o conteúdo e que facilitam o aprendizado da anatomia. Observou-se que a estratégia de gamificação promoveu aprendizagem significativa quando comparada com ensino tradicional. Em relação a aprendizagem a longo prazo observou-se que mesmo após seis meses de realização das atividades os alunos retêm conhecimento a longo prazo. No que concerne a retenção desses conhecimentos verificou-se que o kahoot realizado seis meses após o pós-teste que os alunos sobre os temas discutidos: ossos e articulação quando comparado ao pré-teste demonstrou uma diferença estatisticamente significativa (p <0,0001). Nota-se que mesmo após seis meses os alunos retêm conhecimento. significativo. Constatou-se que kahoot, jogos de tabuleiro e TBL são estratégias que promovem aprendizagem significativa de curto e longo prazo e que a utilização dessas metodologias ativas como jogos de tabuleiro e kahoot funciona como uma ferramenta multimodal na construção do conhecimento anatômico, promovendo aprendizado dinâmico, lúdico e significativo, concluiu-se que em relação aos aspectos positivos o uso do jogo promoveu aprendizagem significativa melhorando os números de acertos e aprendizagem de anatomia.AnatomiaEducaçãoEnsinoConvergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humanainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFCinfo:eu-repo/semantics/openAccessLICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/57040/3/license.txt8a4605be74aa9ea9d79846c1fba20a33MD53ORIGINAL2021_dis_dacmsmorano.pdf2021_dis_dacmsmorano.pdfapplication/pdf5887517http://repositorio.ufc.br/bitstream/riufc/57040/4/2021_dis_dacmsmorano.pdf8f8dc5fcd6de31eacf0484c58ce9fd81MD54riufc/570402021-03-09 15:00:08.209oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2021-03-09T18:00:08Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false |
| dc.title.pt_BR.fl_str_mv |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana |
| title |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana |
| spellingShingle |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana Morano, Domingos Antônio Clemente Maria Silvio Anatomia Educação Ensino |
| title_short |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana |
| title_full |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana |
| title_fullStr |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana |
| title_full_unstemmed |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana |
| title_sort |
Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana |
| author |
Morano, Domingos Antônio Clemente Maria Silvio |
| author_facet |
Morano, Domingos Antônio Clemente Maria Silvio |
| author_role |
author |
| dc.contributor.co-advisor.none.fl_str_mv |
Sousa, Renata Alves |
| dc.contributor.author.fl_str_mv |
Morano, Domingos Antônio Clemente Maria Silvio |
| dc.contributor.advisor1.fl_str_mv |
Cerqueira, Gilberto Santos |
| contributor_str_mv |
Cerqueira, Gilberto Santos |
| dc.subject.por.fl_str_mv |
Anatomia Educação Ensino |
| topic |
Anatomia Educação Ensino |
| description |
Active methodologies are student-centered methods based on their prior knowledge and instigating their curiosity and creativity in order to promote meaningful learning. Among these methodologies we have the Time Based Learning (TBL), the board games and gamification that are valuable tools as active methodologies in the teaching and learning processes of Anatomy. Based on these premises, the objective of this work was to identify whether I use active methodologies associated with TBL and Kahoot promoted significant learning. An exploratory, descriptive, almost experimental study was carried out with a quantitative approach in the discipline of human anatomy. To assess learning, a board game, TBL and Kahoot were applied as a gamification tool. The research participants were evaluated before, after the activities were carried out and six months after the Kahoot activities and board games. There was a statistically significant difference in learning after using the board game. It was found that the interviewees reported that the games associated with TBL help to fix the content and that facilitate the learning of anatomy. It was observed that the gamification strategy promoted significant learning when compared to traditional teaching. Regarding long-term learning, it was observed that even after six months of carrying out the activities, students retain long-term knowledge. Regarding the retention of this knowledge, it was found that the kahoot performed six months after the post-test that the students on the topics discussed: bones and joint when compared to the pre-test showed a statistically significant difference (p <0.0001) . Note that even after six months, students retain knowledge. significant. It was found that kahoot, board games and TBL are strategies that promote significant learning in the short and long term and that the use of these active methodologies such as board games and kahoot works as a multimodal tool in the construction of anatomical knowledge, promoting dynamic learning, playful and significant, it was concluded that in relation to the positive aspects, the use of the game promoted significant learning by improving the numbers of correct answers and anatomy learning. |
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2021 |
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2021-03-09T17:23:12Z |
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2021-03-09T17:23:12Z |
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2021-01-08 |
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info:eu-repo/semantics/masterThesis |
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MORANO, D. A. C. M. S. Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana. 2021. 90 f. Dissertação (Mestrado em Ciências Morfofuncionais) - Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, 2021. |
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http://www.repositorio.ufc.br/handle/riufc/57040 |
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MORANO, D. A. C. M. S. Convergência entre gamificação e metodologias ativas: ferramentas no ensino de anatomia humana. 2021. 90 f. Dissertação (Mestrado em Ciências Morfofuncionais) - Faculdade de Medicina, Universidade Federal do Ceará, Fortaleza, 2021. |
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