Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso

Detalhes bibliográficos
Ano de defesa: 2018
Autor(a) principal: Fabiana Bigao Silva
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Minas Gerais
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://hdl.handle.net/1843/ECIP-B55QKH
Resumo: New ways of providing teaching and learning activities have been discussed from the current pervasiveness of information technologies, since they are able to make flexible some involved variables in learning environments as time, location and format. In this context, there are challenges about how to assign quality to learning activities and how to inspire students in their search for constructing knowledge. The gamification the use of game elements in environments and situations outside of games context has been considered a tool that contributes to higher levels of incentive in using learning systems within educationalscope. The literature exhibits good quality quantitative researches about the subject gamification in education, including behavior metrics. However, these metrics do not capture some facts, for example: the motivators for certain student behaviors, the emotions involvedin the learning experience, the view that the mechanism of gamification is considered more efficient than traditional ways of teaching, the students preferences and profiles. There are a few qualitative researches that could have verified subjective user experiences of the systems with gamification elements. Thus, the general goal of this thesis is to describe the implications of gamification to the design of online educational environments. In order to reach our goal, we created a model that organizes the project of an environment with gamification elements for online teaching and learning, based on the conceptual frameworkof a well-known initiative. The goals of the project were defined according to the participant profiles and their target-behaviors, as well as to the entertainment associated with each profile. The project was implemented in a platform of teaching, and a case study was carried out to find out the behaviors and subjective experiences of the participants interacting withelements of gamification in the platform. The results obtained from the connection among the log system, the evaluation of forms answered by participants and the exam of interviews have made possible the analysis in the case study. According to such analysis, the most important factors that promote the intrinsic motivation in the learning process are: journeyswith qualified contents and no need to catenate contents, the explanation of errors, and the possibility of new tentative. The awards by performance, which furnish sense of competency, are real incentives to the extrinsic motivation and should be considered in the balance between the two kinds of motivation within the gamification environment. The social panel(ranking), which provides comparison among students, is also a valuable mechanism, insofar as it can foster both intrinsic and extrinsic motivation.
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spelling 2019-08-13T16:48:46Z2025-09-08T22:50:25Z2019-08-13T16:48:46Z2018-06-26https://hdl.handle.net/1843/ECIP-B55QKHNew ways of providing teaching and learning activities have been discussed from the current pervasiveness of information technologies, since they are able to make flexible some involved variables in learning environments as time, location and format. In this context, there are challenges about how to assign quality to learning activities and how to inspire students in their search for constructing knowledge. The gamification the use of game elements in environments and situations outside of games context has been considered a tool that contributes to higher levels of incentive in using learning systems within educationalscope. The literature exhibits good quality quantitative researches about the subject gamification in education, including behavior metrics. However, these metrics do not capture some facts, for example: the motivators for certain student behaviors, the emotions involvedin the learning experience, the view that the mechanism of gamification is considered more efficient than traditional ways of teaching, the students preferences and profiles. There are a few qualitative researches that could have verified subjective user experiences of the systems with gamification elements. Thus, the general goal of this thesis is to describe the implications of gamification to the design of online educational environments. In order to reach our goal, we created a model that organizes the project of an environment with gamification elements for online teaching and learning, based on the conceptual frameworkof a well-known initiative. The goals of the project were defined according to the participant profiles and their target-behaviors, as well as to the entertainment associated with each profile. The project was implemented in a platform of teaching, and a case study was carried out to find out the behaviors and subjective experiences of the participants interacting withelements of gamification in the platform. The results obtained from the connection among the log system, the evaluation of forms answered by participants and the exam of interviews have made possible the analysis in the case study. According to such analysis, the most important factors that promote the intrinsic motivation in the learning process are: journeyswith qualified contents and no need to catenate contents, the explanation of errors, and the possibility of new tentative. The awards by performance, which furnish sense of competency, are real incentives to the extrinsic motivation and should be considered in the balance between the two kinds of motivation within the gamification environment. The social panel(ranking), which provides comparison among students, is also a valuable mechanism, insofar as it can foster both intrinsic and extrinsic motivation.Universidade Federal de Minas GeraisAprendizagem On-lineEducação a DistânciaUso da InformaçãoGamificaçãoEducação On-lineJogos educativosCiência da InformaçãoGamificaçãoEnsino a distânciaImplicações da gamificação no projeto de plataforma de educação on-line: um estudo de casoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisFabiana Bigao Silvainfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da UFMGinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGMauricio Barcellos AlmeidaRodrigo Baroni de CarvalhoRosileia das Mercês MilagresBeatriz Valadares CendonRicardo Rodrigues BarbosaNovas formas de prover o ensino e a aprendizagem têm sido discutidas a partir da popularização das tecnologias, capazes de proporcionar flexibilidade de tempo, lugar e formato. Nesse contexto, a aprendizagem de qualidade constitui um desafio e a motivação dos alunos na construção do seu conhecimento é um tópico que merece atenção. A gamificação uso de elementos de jogos em ambientes e situações fora do contexto de jogos tem sido considerada no cenário educacional por ser uma ferramenta que contribui para o aumento dos níveis de motivação. A literatura já exibe pesquisas quantitativas de boaqualidade sobre a temática da gamificação na educação, com métricas a respeito de comportamento. Entretanto, essas métricas não necessariamente capturam os motivadores para determinados comportamentos dos estudantes, as emoções envolvidas durante aexperiência da aprendizagem, os recursos de aprendizagem e as mecânicas da gamificação consideradas por eles mais eficazes, bem como suas preferências, considerando o perfil de cada um. Existem poucos estudos qualitativos capazes de capturar as experiênciassubjetivas dos usuários de sistemas gamificados. Assim sendo, o objetivo geral do presente trabalho é descrever as implicações da gamificação para o projeto de ambientes educacionais on-line. Para atingir esse objetivo, um modelo foi proposto para o projeto doambiente gamificado de ensino e aprendizagem on-line. Os objetivos de projeto foram definidos com base no perfil dos participantes, nos comportamentos-alvo desses perfis e na diversão associada a cada um deles. Esse projeto foi implementado em uma plataforma de ensino e o estudo de caso foi conduzido para capturar o comportamento e as experiências subjetivas dos participantes que interagem com elementos de gamificação da plataforma. Os resultados obtidos por meio da triangulação entre os dados de acesso ao sistema, a avaliação dos formulários respondidos pelos participantes e o exame do conteúdo dasentrevistas deram suporte às análises para o caso estudado. De acordo com elas, jornada com conteúdo de qualidade e sem forçar o encadeamento dos conteúdos, acessibilidade, proposição e correção de atividades, explicando erros cometidos e permitindo retentativassão as mecânicas que mais promovem a motivação intrínseca para o processo de aprendizagem. As distinções e as premiações por desempenho, dando senso de competência, incentivam a motivação extrínseca e também merecem ser consideradas para equilibrar os dois tipos de motivação no ambiente gamificado. O painel social (ranking),responsável pela comparação entre os estudantes, também é uma mecânica que deve ser valorizada, uma vez que pode promover tanto a motivação extrínseca quanto a intrínseca.UFMGORIGINALtese_fabiana_bigao_silva_correta.pdfapplication/pdf2459811https://repositorio.ufmg.br//bitstreams/6caf71fc-17bc-4fc0-90a3-d25457db65c1/download56666c17bba59790830b2ee7679f45deMD51trueAnonymousREADTEXTtese_fabiana_bigao_silva_correta.pdf.txttext/plain454546https://repositorio.ufmg.br//bitstreams/bb74178b-bd58-448a-a9bd-d403181382a7/downloadf2b0d1c18d9b6a1ef091559b6b4f626eMD52falseAnonymousREAD1843/ECIP-B55QKH2025-09-08 19:50:25.756open.accessoai:repositorio.ufmg.br:1843/ECIP-B55QKHhttps://repositorio.ufmg.br/Repositório InstitucionalPUBhttps://repositorio.ufmg.br/oairepositorio@ufmg.bropendoar:2025-09-08T22:50:25Repositório Institucional da UFMG - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
title Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
spellingShingle Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
Fabiana Bigao Silva
Jogos educativos
Ciência da Informação
Gamificação
Ensino a distância
Aprendizagem On-line
Educação a Distância
Uso da Informação
Gamificação
Educação On-line
title_short Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
title_full Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
title_fullStr Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
title_full_unstemmed Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
title_sort Implicações da gamificação no projeto de plataforma de educação on-line: um estudo de caso
author Fabiana Bigao Silva
author_facet Fabiana Bigao Silva
author_role author
dc.contributor.author.fl_str_mv Fabiana Bigao Silva
dc.subject.por.fl_str_mv Jogos educativos
Ciência da Informação
Gamificação
Ensino a distância
topic Jogos educativos
Ciência da Informação
Gamificação
Ensino a distância
Aprendizagem On-line
Educação a Distância
Uso da Informação
Gamificação
Educação On-line
dc.subject.other.none.fl_str_mv Aprendizagem On-line
Educação a Distância
Uso da Informação
Gamificação
Educação On-line
description New ways of providing teaching and learning activities have been discussed from the current pervasiveness of information technologies, since they are able to make flexible some involved variables in learning environments as time, location and format. In this context, there are challenges about how to assign quality to learning activities and how to inspire students in their search for constructing knowledge. The gamification the use of game elements in environments and situations outside of games context has been considered a tool that contributes to higher levels of incentive in using learning systems within educationalscope. The literature exhibits good quality quantitative researches about the subject gamification in education, including behavior metrics. However, these metrics do not capture some facts, for example: the motivators for certain student behaviors, the emotions involvedin the learning experience, the view that the mechanism of gamification is considered more efficient than traditional ways of teaching, the students preferences and profiles. There are a few qualitative researches that could have verified subjective user experiences of the systems with gamification elements. Thus, the general goal of this thesis is to describe the implications of gamification to the design of online educational environments. In order to reach our goal, we created a model that organizes the project of an environment with gamification elements for online teaching and learning, based on the conceptual frameworkof a well-known initiative. The goals of the project were defined according to the participant profiles and their target-behaviors, as well as to the entertainment associated with each profile. The project was implemented in a platform of teaching, and a case study was carried out to find out the behaviors and subjective experiences of the participants interacting withelements of gamification in the platform. The results obtained from the connection among the log system, the evaluation of forms answered by participants and the exam of interviews have made possible the analysis in the case study. According to such analysis, the most important factors that promote the intrinsic motivation in the learning process are: journeyswith qualified contents and no need to catenate contents, the explanation of errors, and the possibility of new tentative. The awards by performance, which furnish sense of competency, are real incentives to the extrinsic motivation and should be considered in the balance between the two kinds of motivation within the gamification environment. The social panel(ranking), which provides comparison among students, is also a valuable mechanism, insofar as it can foster both intrinsic and extrinsic motivation.
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