A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: Rodrigues, Amanda Marinho
Orientador(a): Silva, Eduardo Vinícius Mota e
Banca de defesa: Não Informado pela instituição
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/77068
Resumo: In view of the technological evolution present in everyday, a great challenge arises for education professionals: to enable innovative and challenging learning situations with the use of technologies, which come closer to the reality experienced by current generations. In that regard, several methodologies present themselves as mediators of the knowledge construction process. Among these, one that has been gaining great popularity, mainly because it provides great motivation and engagement among students is the denominated gamification. Therefore, the objective of this research was to analyze the possibilities for teaching Physical Education at school, articulated with the principles of gamification, for students of 6th grade at a Full-time School in the County of Sobral, through a gamified didactic sequence, using the digital game Minecraft as proposal. The present research, regarding the source of information used, can be classified as field research; regarding the approach used, it is of qualitative nature. Furthermore, this research was guided by principles of action research. Said that, the methodological path of this research was composed of 7 (seven) steps, which are described below: 1- Bibliographic survey; 2- Contact with the management of the school where the research was carried out, in possession of a Research Authorization Term; 3- Delivery and receipt of the Free and Informed Consent Form (TCLE) and Free and Informed Consent Form (TALE) to those responsible for the research participants; 4- Preparation of the educational product (Logical organization of the didactic sequence); 5- Application of the educational product (Didactic sequence); 6- Data collection and grouping of data found and 7- Analysis of data found. An initial questionnaire and a questionnaire at the end of the practical activities were used for data collection, the field diary and to complement a smartphone to capture the best information obtained with greater fidelity and veracity of the information. In summary, the results presented showed that the games applied were well accepted by students and that we achieved to dynamize classes as a way of attracting the attention of the majority of students. It was also noted, through the evaluation carried out, that there is a need for adjustments in the game to achieve a higher average in some items in the next evaluation, since they are all important to ensure meaningful and motivating learning for students, as well as expanding the possibilities of reflections and actions for students. We understand that the methodologies applied to gamification are not capable of solving current teaching problems, but incorporated into a set of procedures, they are situated as a motivational and enriching factor for pedagogical work, bringing the school and the teacher closer to the student's daily life, through an efficient and dynamic dialogue, since technologies require new thoughts and attitudes.
id UFC-7_97e27b01286d25c820ea0f29fce83dca
oai_identifier_str oai:repositorio.ufc.br:riufc/77068
network_acronym_str UFC-7
network_name_str Repositório Institucional da Universidade Federal do Ceará (UFC)
repository_id_str
spelling Rodrigues, Amanda MarinhoSilva, Eduardo Vinícius Mota e2024-06-21T17:26:16Z2024-06-21T17:26:16Z2024RODRIGUES, Amanda Marinho. A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física. 2024. 139 f. Dissertação (Mestrado Profissional em Educação Física em Rede Nacional) - Universidade Federal do Ceará, Fortaleza, 2024.http://repositorio.ufc.br/handle/riufc/77068In view of the technological evolution present in everyday, a great challenge arises for education professionals: to enable innovative and challenging learning situations with the use of technologies, which come closer to the reality experienced by current generations. In that regard, several methodologies present themselves as mediators of the knowledge construction process. Among these, one that has been gaining great popularity, mainly because it provides great motivation and engagement among students is the denominated gamification. Therefore, the objective of this research was to analyze the possibilities for teaching Physical Education at school, articulated with the principles of gamification, for students of 6th grade at a Full-time School in the County of Sobral, through a gamified didactic sequence, using the digital game Minecraft as proposal. The present research, regarding the source of information used, can be classified as field research; regarding the approach used, it is of qualitative nature. Furthermore, this research was guided by principles of action research. Said that, the methodological path of this research was composed of 7 (seven) steps, which are described below: 1- Bibliographic survey; 2- Contact with the management of the school where the research was carried out, in possession of a Research Authorization Term; 3- Delivery and receipt of the Free and Informed Consent Form (TCLE) and Free and Informed Consent Form (TALE) to those responsible for the research participants; 4- Preparation of the educational product (Logical organization of the didactic sequence); 5- Application of the educational product (Didactic sequence); 6- Data collection and grouping of data found and 7- Analysis of data found. An initial questionnaire and a questionnaire at the end of the practical activities were used for data collection, the field diary and to complement a smartphone to capture the best information obtained with greater fidelity and veracity of the information. In summary, the results presented showed that the games applied were well accepted by students and that we achieved to dynamize classes as a way of attracting the attention of the majority of students. It was also noted, through the evaluation carried out, that there is a need for adjustments in the game to achieve a higher average in some items in the next evaluation, since they are all important to ensure meaningful and motivating learning for students, as well as expanding the possibilities of reflections and actions for students. We understand that the methodologies applied to gamification are not capable of solving current teaching problems, but incorporated into a set of procedures, they are situated as a motivational and enriching factor for pedagogical work, bringing the school and the teacher closer to the student's daily life, through an efficient and dynamic dialogue, since technologies require new thoughts and attitudes.Diante da evolução tecnológica presente no dia a dia, desenha-se um grande desafio para os profissionais da educação: possibilitar situações inovadoras e desafiadoras de aprendizagem com o uso de tecnologias, que se aproximem da realidade vivida pelas gerações atuais. Nesse sentido, várias metodologias apresentam-se como mediadores do processo de construção do conhecimento. Dentre estas, uma que vem ganhando grande popularidade, principalmente por propiciar grande motivação e engajamento dos estudantes é a denominada gamificação. Desse modo, o objetivo desta pesquisa foi analisar as possibilidades de utilização dos princípios da gamificação no ensino da Educação Física, para alunos do 6º ano de uma Escola Integral no Município de Sobral. Para isto foi proposta e analisada uma sequência didática gamificada, usando o jogo digital Minecraft. A presente pesquisa, quanto à fonte de informação utilizada, pode ser classificada como de campo e no que diz respeito à abordagem empregada, como qualitativa. Além disso, orientou-se pelos princípios da pesquisa-ação. O percurso metodológico seguido para o alcance do objetivo da pesquisa foi composto de 7 (sete) etapas: 1- levantamento bibliográfico; 2- contato com a gestão da escola onde a pesquisa foi aplicada, em posse com Termo de Autorização para Pesquisa; 3- entrega e recebimento do Termo de Consentimento Livre e Esclarecido (TCLE) e Termo de Anuência Livre e Esclarecido (TALE) aos responsáveis dos participantes da pesquisa; 4- elaboração e organização da sequência didática; 5- aplicação da sequência didática; 6- coleta e agrupamento de dados; e, 7- análise dos dados coletados. Complementarmente foram usados um questionário diagnóstico e outro para avaliar, ao final, as vivências práticas, um diário de campo e registros em um smartphone para captar melhor as informações obtidas. Em síntese, os resultados obtidos mostraram que os jogos aplicados tiveram uma boa aceitação por partes dos estudantes e possibilitaram uma maior dinamização das aulas, ao despertar a atenção de sua maioria. Notou-se também, por meio da avaliação realizada, que há necessidade de ajustes no jogo utilizado para atingir uma média maior em alguns itens numa próxima avaliação, uma vez que todos são importantes para garantir uma aprendizagem significativa e motivadora para os estudantes, bem como ampliar as possibilidades de reflexões e ações deles. Compreendemos que as metodologias aplicadas a gamificação não são capazes de resolver os problemas atuais do ensino, mas, incorporados a um conjunto de procedimentos, se situam como fator motivacional e enriquecedor ao trabalho pedagógico, aproximando a escola e o próprio professor ao cotidiano do aluno, por meio de um diálogo eficiente e dinâmico, em razão das tecnologias demandarem novos pensamentos e posturas.A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação físicaGamification as a pedagogical strategy: new forms learning and teaching in physical education classesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisGamificaçãoEducação física escolarTecnologias digitaisGamificationSchool physical educationDigital technologiesCNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICAinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttp://lattes.cnpq.br/4408319087325200http://lattes.cnpq.br/50699132471577802024-06-21ORIGINAL2024_dis_amrodrigues.pdf2024_dis_amrodrigues.pdfapplication/pdf3434527http://repositorio.ufc.br/bitstream/riufc/77068/6/2024_dis_amrodrigues.pdf4313e37d47beb2148fc4ace7aed86a79MD56LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/77068/7/license.txt8a4605be74aa9ea9d79846c1fba20a33MD57riufc/770682024-06-21 14:32:36.667oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2024-06-21T17:32:36Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false
dc.title.pt_BR.fl_str_mv A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
dc.title.en.pt_BR.fl_str_mv Gamification as a pedagogical strategy: new forms learning and teaching in physical education classes
title A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
spellingShingle A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
Rodrigues, Amanda Marinho
CNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICA
Gamificação
Educação física escolar
Tecnologias digitais
Gamification
School physical education
Digital technologies
title_short A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
title_full A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
title_fullStr A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
title_full_unstemmed A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
title_sort A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física
author Rodrigues, Amanda Marinho
author_facet Rodrigues, Amanda Marinho
author_role author
dc.contributor.author.fl_str_mv Rodrigues, Amanda Marinho
dc.contributor.advisor1.fl_str_mv Silva, Eduardo Vinícius Mota e
contributor_str_mv Silva, Eduardo Vinícius Mota e
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICA
topic CNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICA
Gamificação
Educação física escolar
Tecnologias digitais
Gamification
School physical education
Digital technologies
dc.subject.ptbr.pt_BR.fl_str_mv Gamificação
Educação física escolar
Tecnologias digitais
dc.subject.en.pt_BR.fl_str_mv Gamification
School physical education
Digital technologies
description In view of the technological evolution present in everyday, a great challenge arises for education professionals: to enable innovative and challenging learning situations with the use of technologies, which come closer to the reality experienced by current generations. In that regard, several methodologies present themselves as mediators of the knowledge construction process. Among these, one that has been gaining great popularity, mainly because it provides great motivation and engagement among students is the denominated gamification. Therefore, the objective of this research was to analyze the possibilities for teaching Physical Education at school, articulated with the principles of gamification, for students of 6th grade at a Full-time School in the County of Sobral, through a gamified didactic sequence, using the digital game Minecraft as proposal. The present research, regarding the source of information used, can be classified as field research; regarding the approach used, it is of qualitative nature. Furthermore, this research was guided by principles of action research. Said that, the methodological path of this research was composed of 7 (seven) steps, which are described below: 1- Bibliographic survey; 2- Contact with the management of the school where the research was carried out, in possession of a Research Authorization Term; 3- Delivery and receipt of the Free and Informed Consent Form (TCLE) and Free and Informed Consent Form (TALE) to those responsible for the research participants; 4- Preparation of the educational product (Logical organization of the didactic sequence); 5- Application of the educational product (Didactic sequence); 6- Data collection and grouping of data found and 7- Analysis of data found. An initial questionnaire and a questionnaire at the end of the practical activities were used for data collection, the field diary and to complement a smartphone to capture the best information obtained with greater fidelity and veracity of the information. In summary, the results presented showed that the games applied were well accepted by students and that we achieved to dynamize classes as a way of attracting the attention of the majority of students. It was also noted, through the evaluation carried out, that there is a need for adjustments in the game to achieve a higher average in some items in the next evaluation, since they are all important to ensure meaningful and motivating learning for students, as well as expanding the possibilities of reflections and actions for students. We understand that the methodologies applied to gamification are not capable of solving current teaching problems, but incorporated into a set of procedures, they are situated as a motivational and enriching factor for pedagogical work, bringing the school and the teacher closer to the student's daily life, through an efficient and dynamic dialogue, since technologies require new thoughts and attitudes.
publishDate 2024
dc.date.accessioned.fl_str_mv 2024-06-21T17:26:16Z
dc.date.available.fl_str_mv 2024-06-21T17:26:16Z
dc.date.issued.fl_str_mv 2024
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv RODRIGUES, Amanda Marinho. A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física. 2024. 139 f. Dissertação (Mestrado Profissional em Educação Física em Rede Nacional) - Universidade Federal do Ceará, Fortaleza, 2024.
dc.identifier.uri.fl_str_mv http://repositorio.ufc.br/handle/riufc/77068
identifier_str_mv RODRIGUES, Amanda Marinho. A gamificação como estratégia pedagógica: novas formas de aprender e ensinar nas aulas de educação física. 2024. 139 f. Dissertação (Mestrado Profissional em Educação Física em Rede Nacional) - Universidade Federal do Ceará, Fortaleza, 2024.
url http://repositorio.ufc.br/handle/riufc/77068
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv reponame:Repositório Institucional da Universidade Federal do Ceará (UFC)
instname:Universidade Federal do Ceará (UFC)
instacron:UFC
instname_str Universidade Federal do Ceará (UFC)
instacron_str UFC
institution UFC
reponame_str Repositório Institucional da Universidade Federal do Ceará (UFC)
collection Repositório Institucional da Universidade Federal do Ceará (UFC)
bitstream.url.fl_str_mv http://repositorio.ufc.br/bitstream/riufc/77068/6/2024_dis_amrodrigues.pdf
http://repositorio.ufc.br/bitstream/riufc/77068/7/license.txt
bitstream.checksum.fl_str_mv 4313e37d47beb2148fc4ace7aed86a79
8a4605be74aa9ea9d79846c1fba20a33
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
repository.name.fl_str_mv Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)
repository.mail.fl_str_mv bu@ufc.br || repositorio@ufc.br
_version_ 1847793044333527040