Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: Carlos, Fabiane Lima
Orientador(a): Souza, Luceli de lattes
Banca de defesa: Anastácio, Simone Aparecida Fernandes lattes, Ferrari, Gláucia Maria lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal do Espírito Santo
Mestrado em Ensino, Educação Básica e Formação de Professores
Programa de Pós-Graduação: Programa de Pós-Graduação Ensino, Educação Básica e Formação de Professores
Departamento: Centro de Ciências Exatas, Naturais e da Saúde
País: BR
Palavras-chave em Português:
Área do conhecimento CNPq:
Link de acesso: http://repositorio.ufes.br/handle/10/18106
Resumo: Thinking about new methodological approaches that enhance the teaching and learning process is a challenge for contemporary society. The advent of new technologies and the adaptation of young people to these resources have led education to undergo transformations to align with new realities. Active methodologies, such as gamification, have been gaining acceptance in the educational context by using game elements to promote engagement, motivate, and inspire interest in learning. In this perspective, the objective of the research is to investigate whether the use of gamification with digital technology as an active methodology contributes to the teaching and learning process in Science and to identify the factors that may obstruct its application. The methodology employed was a qualitative approach in the form of a case study. For data collection, semi-structured interviews, questionnaires, in loco observation, group discussions, and field diary were utilized. The participants of the research included one teacher and twenty-five 7th-grade students from a public school in the municipality of Anchieta (ES). The data were discussed based on Bardin's Content Analysis. The research results indicated that the participating teacher regularly updates her professional trajectory, is well-versed in the subject, and provides varied lessons in her teaching practice. She understands gamification as a collective game, with or without the use of technologies, offering possibilities for interdisciplinarity and, consequently, more dynamic lessons that can encourage student participation. As challenges, she highlights the lack of involvement of fellow teachers, the need to revise rules to avoid competitiveness and prioritize reasoning and knowledge in this type of approach. The students, on the other hand, use gamification across various subjects but are unfamiliar with the term. The experience provided by Kahoot brought to the classroom a way to approach scientific content differently, stimulating engagement and motivation so that everyone could participate in the process. As difficulties, they emphasized the limited time for them to answer the proposed questions, which may lead to errors during gamified activities, as well as internet connection issues, causing videos and Chromebooks to stop functioning. It was also evident that the use of gamification in the school environment requires teacher training, planning, investments in school infrastructure, technological resources, and a reformulation of the teaching hours to include gamification within the active methodologies to be employed in teaching practice, contributing to the learning process of diverse students
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spelling Souza, Luceli de https://orcid.org/0000-0001-7121-9059http://lattes.cnpq.br/8782112208959493Carlos, Fabiane Limahttps://orcid.org/0009-0007-8740-7274http://lattes.cnpq.br/1487705463666979Anastácio, Simone Aparecida Fernandeshttps://orcid.org/0000-0002-7030-6748http://lattes.cnpq.br/0532528200582514Ferrari, Gláucia Mariahttps://orcid.org/0000-0002-0792-3436http://lattes.cnpq.br/33034787949671232024-11-04T14:45:49Z2024-11-04T14:45:49Z2024-08-05Thinking about new methodological approaches that enhance the teaching and learning process is a challenge for contemporary society. The advent of new technologies and the adaptation of young people to these resources have led education to undergo transformations to align with new realities. Active methodologies, such as gamification, have been gaining acceptance in the educational context by using game elements to promote engagement, motivate, and inspire interest in learning. In this perspective, the objective of the research is to investigate whether the use of gamification with digital technology as an active methodology contributes to the teaching and learning process in Science and to identify the factors that may obstruct its application. The methodology employed was a qualitative approach in the form of a case study. For data collection, semi-structured interviews, questionnaires, in loco observation, group discussions, and field diary were utilized. The participants of the research included one teacher and twenty-five 7th-grade students from a public school in the municipality of Anchieta (ES). The data were discussed based on Bardin's Content Analysis. The research results indicated that the participating teacher regularly updates her professional trajectory, is well-versed in the subject, and provides varied lessons in her teaching practice. She understands gamification as a collective game, with or without the use of technologies, offering possibilities for interdisciplinarity and, consequently, more dynamic lessons that can encourage student participation. As challenges, she highlights the lack of involvement of fellow teachers, the need to revise rules to avoid competitiveness and prioritize reasoning and knowledge in this type of approach. The students, on the other hand, use gamification across various subjects but are unfamiliar with the term. The experience provided by Kahoot brought to the classroom a way to approach scientific content differently, stimulating engagement and motivation so that everyone could participate in the process. As difficulties, they emphasized the limited time for them to answer the proposed questions, which may lead to errors during gamified activities, as well as internet connection issues, causing videos and Chromebooks to stop functioning. It was also evident that the use of gamification in the school environment requires teacher training, planning, investments in school infrastructure, technological resources, and a reformulation of the teaching hours to include gamification within the active methodologies to be employed in teaching practice, contributing to the learning process of diverse studentsPensar em novas abordagens metodológicas que potencializam o processo de ensino e aprendizagem é um desafio da sociedade atual. O advento das novas tecnologias e a adaptação dos jovens a esses recursos fez com que a educação passasse por transformações a fim de se adaptar às novas realidades. As metodologias ativas, como a gamificação, vêm ganhando espaço no contexto educacional, utilizando elementos dos jogos para promover engajamento, motivar e despertar o interesse em aprender. Nessa perspectiva, o objetivo da pesquisa é investigar se a utilização da gamificação com o uso de tecnologia digital e como metodologia ativa traz contribuições para o processo de ensino e aprendizagem em Ciências, e identificar quais fatores podem se apresentar como dificultadores da sua utilização. A metodologia utilizada foi uma abordagem qualitativa, do tipo estudo de caso. Para produção dos dados foram utilizados entrevista semiestruturada, aplicação de questionário, observação in loco, roda de conversa e diário de campo. Participaram da pesquisa uma docente e vinte e cinco educandos do sétimo ano de uma escola pública do município de Anchieta (ES). Os dados foram discutidos à luz da Análise de Conteúdo de Bardin. Os resultados da pesquisa apontaram que a professora que participou da pesquisa atualiza sua trajetória profissional, tem conhecimento sobre a temática e proporciona aulas diversificadas em sua prática docente. Ela conhece a gamificação como jogo coletivo com ou sem a utilização de tecnologias, tendo como possibilidades a interdisciplinaridade e, consequentemente, aulas mais dinâmicas que podem estimular a participação dos educandos. Como desafios, ressalta a falta de envolvimento dos colegas docentes, a reelaboração de regras que possam evitar a competitividade e priorizar o raciocínio e o conhecimento nesse tipo de abordagem. Já os educandos utilizam a gamificação em várias disciplinas, mas não estão familiarizados com o termo. A experiência proporcionada pelo Kahoot trouxe para o ambiente da sala de aula uma possibilidade de abordar os conteúdos científicos de forma diferenciada, estimulando o engajamento e a motivação para que todos participassem do processo. Como dificuldades, eles enfatizam o tempo delimitado para que o educando responda às questões propostas, situação que pode induzir ao erro durante a realização da atividade gamificada, e os problemas de conexão à internet, gerando o travamento de vídeos e dos chromebooks. Também ficou evidenciado que a utilização da gamificação no ambiente escolar demanda por formação docente, planejamento, investimentos em infraestrutura escolar, recursos tecnológicos e reformulação da carga-horária docente para que possa incluir a gamificação dentro das metodologias ativas a serem utilizadas na prática docente a fim de contribuir para o processo de aprendizagem dos diferentes educandosTexthttp://repositorio.ufes.br/handle/10/18106porptUniversidade Federal do Espírito SantoMestrado em Ensino, Educação Básica e Formação de ProfessoresPrograma de Pós-Graduação Ensino, Educação Básica e Formação de ProfessoresUFESBRCentro de Ciências Exatas, Naturais e da Saúdehttps://creativecommons.org/licenses/by-nc-sa/4.0/info:eu-repo/semantics/openAccessEnsinoGamificaçãoMetodologias ativasEnsino e aprendizagem em CiênciasFormação docenteActive methodologiesGamificationTeaching and learning in ScienceTeacher trainingGamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisreponame:Repositório Institucional da Universidade Federal do Espírito Santo (riUfes)instname:Universidade Federal do Espírito Santo (UFES)instacron:UFESemail@ufes.brLICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufes.br/bitstreams/9bb96427-03ac-4ad0-8bbd-2c766a4a8437/download8a4605be74aa9ea9d79846c1fba20a33MD52ORIGINALFabianeLimaCarlos-2024-dissertacao.pdfFabianeLimaCarlos-2024-dissertacao.pdfapplication/pdf3717830http://repositorio.ufes.br/bitstreams/f71560e2-dbfd-472e-85e1-d8d529d7ba4f/downloadf1703bc33193091591d559b8269a2cd5MD5110/181062025-06-12 19:38:46.976https://creativecommons.org/licenses/by-nc-sa/4.0/open accessoai:repositorio.ufes.br:10/18106http://repositorio.ufes.brRepositório InstitucionalPUBhttp://repositorio.ufes.br/oai/requestriufes@ufes.bropendoar:21082025-06-12T19:38:46Repositório Institucional da Universidade Federal do Espírito Santo (riUfes) - Universidade Federal do Espírito Santo (UFES)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
dc.title.none.fl_str_mv Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
title Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
spellingShingle Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
Carlos, Fabiane Lima
Ensino
Gamificação
Metodologias ativas
Ensino e aprendizagem em Ciências
Formação docente
Active methodologies
Gamification
Teaching and learning in Science
Teacher training
title_short Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
title_full Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
title_fullStr Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
title_full_unstemmed Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
title_sort Gamificação e ensino de Ciências : possibilidades e desafios em uma turma de 7º ano da rede pública de Anchieta (ES)
author Carlos, Fabiane Lima
author_facet Carlos, Fabiane Lima
author_role author
dc.contributor.authorID.none.fl_str_mv https://orcid.org/0009-0007-8740-7274
dc.contributor.authorLattes.none.fl_str_mv http://lattes.cnpq.br/1487705463666979
dc.contributor.advisor1.fl_str_mv Souza, Luceli de
dc.contributor.advisor1ID.fl_str_mv https://orcid.org/0000-0001-7121-9059
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/8782112208959493
dc.contributor.author.fl_str_mv Carlos, Fabiane Lima
dc.contributor.referee1.fl_str_mv Anastácio, Simone Aparecida Fernandes
dc.contributor.referee1ID.fl_str_mv https://orcid.org/0000-0002-7030-6748
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/0532528200582514
dc.contributor.referee2.fl_str_mv Ferrari, Gláucia Maria
dc.contributor.referee2ID.fl_str_mv https://orcid.org/0000-0002-0792-3436
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/3303478794967123
contributor_str_mv Souza, Luceli de
Anastácio, Simone Aparecida Fernandes
Ferrari, Gláucia Maria
dc.subject.cnpq.fl_str_mv Ensino
topic Ensino
Gamificação
Metodologias ativas
Ensino e aprendizagem em Ciências
Formação docente
Active methodologies
Gamification
Teaching and learning in Science
Teacher training
dc.subject.por.fl_str_mv Gamificação
Metodologias ativas
Ensino e aprendizagem em Ciências
Formação docente
Active methodologies
Gamification
Teaching and learning in Science
Teacher training
description Thinking about new methodological approaches that enhance the teaching and learning process is a challenge for contemporary society. The advent of new technologies and the adaptation of young people to these resources have led education to undergo transformations to align with new realities. Active methodologies, such as gamification, have been gaining acceptance in the educational context by using game elements to promote engagement, motivate, and inspire interest in learning. In this perspective, the objective of the research is to investigate whether the use of gamification with digital technology as an active methodology contributes to the teaching and learning process in Science and to identify the factors that may obstruct its application. The methodology employed was a qualitative approach in the form of a case study. For data collection, semi-structured interviews, questionnaires, in loco observation, group discussions, and field diary were utilized. The participants of the research included one teacher and twenty-five 7th-grade students from a public school in the municipality of Anchieta (ES). The data were discussed based on Bardin's Content Analysis. The research results indicated that the participating teacher regularly updates her professional trajectory, is well-versed in the subject, and provides varied lessons in her teaching practice. She understands gamification as a collective game, with or without the use of technologies, offering possibilities for interdisciplinarity and, consequently, more dynamic lessons that can encourage student participation. As challenges, she highlights the lack of involvement of fellow teachers, the need to revise rules to avoid competitiveness and prioritize reasoning and knowledge in this type of approach. The students, on the other hand, use gamification across various subjects but are unfamiliar with the term. The experience provided by Kahoot brought to the classroom a way to approach scientific content differently, stimulating engagement and motivation so that everyone could participate in the process. As difficulties, they emphasized the limited time for them to answer the proposed questions, which may lead to errors during gamified activities, as well as internet connection issues, causing videos and Chromebooks to stop functioning. It was also evident that the use of gamification in the school environment requires teacher training, planning, investments in school infrastructure, technological resources, and a reformulation of the teaching hours to include gamification within the active methodologies to be employed in teaching practice, contributing to the learning process of diverse students
publishDate 2024
dc.date.accessioned.fl_str_mv 2024-11-04T14:45:49Z
dc.date.available.fl_str_mv 2024-11-04T14:45:49Z
dc.date.issued.fl_str_mv 2024-08-05
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dc.publisher.none.fl_str_mv Universidade Federal do Espírito Santo
Mestrado em Ensino, Educação Básica e Formação de Professores
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dc.publisher.initials.fl_str_mv UFES
dc.publisher.country.fl_str_mv BR
dc.publisher.department.fl_str_mv Centro de Ciências Exatas, Naturais e da Saúde
publisher.none.fl_str_mv Universidade Federal do Espírito Santo
Mestrado em Ensino, Educação Básica e Formação de Professores
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