Gamificação de disciplinas de Química nos ensinos médio e superior

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: Castro, Guilherme de Lima
Orientador(a): Silva Júnior, José Nunes da
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
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/76864
Resumo: In the last decades, education has been reflecting on effective methodological processes for the teaching and learning of Chemistry, aiming to break away from purely traditionalist practices and experiences. This thesis discusses the proposal of the active methodology gamification, which incorporates game design elements such as mechanics, dynamics, and enjoyment, providing high-performance experiences and engagements for the involved subjects. The applicability of gamification is favored in multiple aspects, such as adaptability to various learning styles, motivational incentives by integrating challenges and rewards, real-world simulations that enhance the development of critical thinking skills and problem-solving abilities. In essence, this methodology brings a dynamic, creative, and effective approach to inspire students to cultivate a deeper appreciation for the discipline, consequently fostering active learning. This thesis reflects and presents approaches to the importance of gamification in and for the teaching and learning of Chemistry, emphasizing the scarcity of publications on the subject. The overall objective is to develop the gamification of the Organic Chemistry I discipline at the Federal University of Ceará (UFC) and in two quarters of the mentioned discipline in High School at the EEMTI Deputado Paulino Rocha school, both in Fortaleza-CE, aiming to increase engagement and enhance the learning process. This research has both qualitative and quantitative aspects and was applied in Higher Education and High School modalities. Mechanics such as attendance and punctuality, pre-recorded video lessons, Surprise Tests (top test), social networks, game apps, group tasks, and awards for students who excelled in the ranking were used in these teaching modalities. However, some mechanics differed in adaptability to the levels. As the research progressed, new mechanics were incorporated, such as the use of Kahoot and the creation of the board game "Viking Invasion." The results obtained were interesting and inspired future research within the research group itself. The implementation of gamification is a clear positive factor that stimulates interest, promotes engagement, and favors the transformation of the educational environment. This work contributes significantly to the consolidation of gamification as a methodological strategy in the teaching and learning of Chemistry, opening doors for innovative educational investigations and projects.
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spelling Castro, Guilherme de LimaSilva Júnior, José Nunes da2024-05-03T21:20:46Z2024-05-03T21:20:46Z2024CASTRO, Guilherme de Lima. Gamificação de disciplinas de Química nos ensinos médio e superior. 2024. 200 f. Tese (Doutorado em Química) - Universidade Federal do Ceará, Fortaleza, 2024.http://repositorio.ufc.br/handle/riufc/76864In the last decades, education has been reflecting on effective methodological processes for the teaching and learning of Chemistry, aiming to break away from purely traditionalist practices and experiences. This thesis discusses the proposal of the active methodology gamification, which incorporates game design elements such as mechanics, dynamics, and enjoyment, providing high-performance experiences and engagements for the involved subjects. The applicability of gamification is favored in multiple aspects, such as adaptability to various learning styles, motivational incentives by integrating challenges and rewards, real-world simulations that enhance the development of critical thinking skills and problem-solving abilities. In essence, this methodology brings a dynamic, creative, and effective approach to inspire students to cultivate a deeper appreciation for the discipline, consequently fostering active learning. This thesis reflects and presents approaches to the importance of gamification in and for the teaching and learning of Chemistry, emphasizing the scarcity of publications on the subject. The overall objective is to develop the gamification of the Organic Chemistry I discipline at the Federal University of Ceará (UFC) and in two quarters of the mentioned discipline in High School at the EEMTI Deputado Paulino Rocha school, both in Fortaleza-CE, aiming to increase engagement and enhance the learning process. This research has both qualitative and quantitative aspects and was applied in Higher Education and High School modalities. Mechanics such as attendance and punctuality, pre-recorded video lessons, Surprise Tests (top test), social networks, game apps, group tasks, and awards for students who excelled in the ranking were used in these teaching modalities. However, some mechanics differed in adaptability to the levels. As the research progressed, new mechanics were incorporated, such as the use of Kahoot and the creation of the board game "Viking Invasion." The results obtained were interesting and inspired future research within the research group itself. The implementation of gamification is a clear positive factor that stimulates interest, promotes engagement, and favors the transformation of the educational environment. This work contributes significantly to the consolidation of gamification as a methodological strategy in the teaching and learning of Chemistry, opening doors for innovative educational investigations and projects.Desde as últimas décadas, a educação tem refletido sobre os processos metodológicos eficazes para o ensino e aprendizagem de Química, no intuito de romper com as práticas e vivências puramente tradicionalistas. A presente tese discute a proposta da metodologia ativa gamificação, que incorpora os elementos do design de jogos como mecânicas, dinâmicas e enjoyments proporcionando experiências e engajamentos de alta performance aos sujeitos envolvidos. A aplicabilidade da gamificação é favorecida em múltiplos aspectos como, adaptabilidade da gamificação a diversos estilos de aprendizagem, incentivos motivacionais ao integrar desafios e recompensas, simulações do mundo real que favorecem o desenvolvimento de habilidades de pensamento crítico e capacidades de resolução de problemas. Em essência, essa metodologia traz uma abordagem dinâmica, criativa e eficaz para inspirar os estudantes a cultivar uma apreciação mais profunda pela disciplina, consequentemente, favorecendo a aprendizagem ativa. A presente tese reflete e traz abordagens sobre a importância da gamificação no e para o ensino e aprendizagem de Química, ressaltando a escassez de publicações sobre o tema. O objetivo geral consiste em desenvolver a gamificação da disciplina em Química Orgânica I na Universidade Federal do Ceará (UFC) e em dois bimestres da referida disciplina no Ensino Médio na escola EEMTI Deputado Paulino Rocha, ambas em Fortaleza-CE, visando aumentar o engajamento e aprimorar o processo de aprendizagem. Essa pesquisa tem natureza quali e quantitativa e foram aplicadas nas modalidades Ensino Superior e Médio. Nessas modalidades de ensino foram utilizadas mecânicas como assiduidade e pontualidade, foram inseridas videoaulas pré-gravadas, Testes Surpresa (top test), redes sociais, aplicativos de jogos, tarefas em grupos e premiações para os estudantes que se destacaram no ranking. Porém, algumas mecânicas se diferenciaram quanto a adaptabilidade aos níveis. Com o andamento da pesquisa novas mecânicas foram incorporadas como o uso do Kahoot e a criação do Jogo de Tabuleiro "Invasão Viking". Os resultados obtidos foram interessantes e inspiraram pesquisas futuras dentro do próprio grupo de pesquisa. A implementação da gamificação é um claro fator positivo, que estimula o interesse, promove o engajamento e favorece a transformação do ambiente educacional. Este trabalho contribui significativamente para a consolidação da gamificação como estratégia metodológica no ensino e aprendizagem de Química, abrindo portas para investigações e projetos educacionais inovadores.Gamificação de disciplinas de Química nos ensinos médio e superiorGamification of Chemistry subjects in high school and higher educationinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisGamificaçãoEnsino e aprendizagem de QuímicaMetodologia ativaDesign de jogosGamificationTeaching and learning of ChemistryActive methodologyGame designCNPQ::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:UFChttp://lattes.cnpq.br/0514698417950131http://lattes.cnpq.br/05146984179501312024-05-03ORIGINAL2024_tese_glcastro.pdf2024_tese_glcastro.pdfapplication/pdf5501402http://repositorio.ufc.br/bitstream/riufc/76864/3/2024_tese_glcastro.pdf56d2a372070034df968c62eee9723249MD53LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/76864/4/license.txt8a4605be74aa9ea9d79846c1fba20a33MD54riufc/768642024-05-03 18:20:47.804oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2024-05-03T21:20:47Repositório 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 nos ensinos médio e superior
dc.title.en.pt_BR.fl_str_mv Gamification of Chemistry subjects in high school and higher education
title Gamificação de disciplinas de Química nos ensinos médio e superior
spellingShingle Gamificação de disciplinas de Química nos ensinos médio e superior
Castro, Guilherme de Lima
CNPQ::CIENCIAS EXATAS E DA TERRA::QUIMICA
Gamificação
Ensino e aprendizagem de Química
Metodologia ativa
Design de jogos
Gamification
Teaching and learning of Chemistry
Active methodology
Game design
title_short Gamificação de disciplinas de Química nos ensinos médio e superior
title_full Gamificação de disciplinas de Química nos ensinos médio e superior
title_fullStr Gamificação de disciplinas de Química nos ensinos médio e superior
title_full_unstemmed Gamificação de disciplinas de Química nos ensinos médio e superior
title_sort Gamificação de disciplinas de Química nos ensinos médio e superior
author Castro, Guilherme de Lima
author_facet Castro, Guilherme de Lima
author_role author
dc.contributor.author.fl_str_mv Castro, Guilherme de Lima
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
Gamificação
Ensino e aprendizagem de Química
Metodologia ativa
Design de jogos
Gamification
Teaching and learning of Chemistry
Active methodology
Game design
dc.subject.ptbr.pt_BR.fl_str_mv Gamificação
Ensino e aprendizagem de Química
Metodologia ativa
Design de jogos
dc.subject.en.pt_BR.fl_str_mv Gamification
Teaching and learning of Chemistry
Active methodology
Game design
description In the last decades, education has been reflecting on effective methodological processes for the teaching and learning of Chemistry, aiming to break away from purely traditionalist practices and experiences. This thesis discusses the proposal of the active methodology gamification, which incorporates game design elements such as mechanics, dynamics, and enjoyment, providing high-performance experiences and engagements for the involved subjects. The applicability of gamification is favored in multiple aspects, such as adaptability to various learning styles, motivational incentives by integrating challenges and rewards, real-world simulations that enhance the development of critical thinking skills and problem-solving abilities. In essence, this methodology brings a dynamic, creative, and effective approach to inspire students to cultivate a deeper appreciation for the discipline, consequently fostering active learning. This thesis reflects and presents approaches to the importance of gamification in and for the teaching and learning of Chemistry, emphasizing the scarcity of publications on the subject. The overall objective is to develop the gamification of the Organic Chemistry I discipline at the Federal University of Ceará (UFC) and in two quarters of the mentioned discipline in High School at the EEMTI Deputado Paulino Rocha school, both in Fortaleza-CE, aiming to increase engagement and enhance the learning process. This research has both qualitative and quantitative aspects and was applied in Higher Education and High School modalities. Mechanics such as attendance and punctuality, pre-recorded video lessons, Surprise Tests (top test), social networks, game apps, group tasks, and awards for students who excelled in the ranking were used in these teaching modalities. However, some mechanics differed in adaptability to the levels. As the research progressed, new mechanics were incorporated, such as the use of Kahoot and the creation of the board game "Viking Invasion." The results obtained were interesting and inspired future research within the research group itself. The implementation of gamification is a clear positive factor that stimulates interest, promotes engagement, and favors the transformation of the educational environment. This work contributes significantly to the consolidation of gamification as a methodological strategy in the teaching and learning of Chemistry, opening doors for innovative educational investigations and projects.
publishDate 2024
dc.date.accessioned.fl_str_mv 2024-05-03T21:20:46Z
dc.date.available.fl_str_mv 2024-05-03T21:20:46Z
dc.date.issued.fl_str_mv 2024
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dc.identifier.citation.fl_str_mv CASTRO, Guilherme de Lima. Gamificação de disciplinas de Química nos ensinos médio e superior. 2024. 200 f. Tese (Doutorado em Química) - Universidade Federal do Ceará, Fortaleza, 2024.
dc.identifier.uri.fl_str_mv http://repositorio.ufc.br/handle/riufc/76864
identifier_str_mv CASTRO, Guilherme de Lima. Gamificação de disciplinas de Química nos ensinos médio e superior. 2024. 200 f. Tese (Doutorado em Química) - Universidade Federal do Ceará, Fortaleza, 2024.
url http://repositorio.ufc.br/handle/riufc/76864
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