Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física
| Ano de defesa: | 2025 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| dARK ID: | ark:/26339/001300001c2h5 |
| Idioma: | por |
| Instituição de defesa: |
Universidade Federal de Santa Maria
Brasil Educação em Ciências UFSM Programa de Pós-Graduação em Educação em Ciências: Química da Vida e Saúde Centro de Ciências Naturais e Exatas |
| 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: | http://repositorio.ufsm.br/handle/1/34311 |
Resumo: | The research addressed the coverage of the work that involved the use of gamification as a pedagogical element in supporting teaching and learning in the school environment with the STEAM (Science, Technology, Engineering, Arts and Mathematics) approach with interventions on the 9th grade class of the Final Years of Elementary School. Technology is seen as school challenge, however, we sought to understand the capabilities and benefits that gamification can bring to education. Its objective is to investigate how the mobilization established in gamification promotes the convergence of content in the area of Physical Education teaching, through the STEAM approach. To this end, the methodological proposal used action research in a rural school, in the interior of the state of Rio Grande do Sul. The research is of a qualitative and quantitative nature and presents the facts and phenomena existing in its activities. A board game was developed that involved the Arduino platform due to the technological aspects necessary in today's world, which are the school's responsibility to educate. This process integrated the pedagogical and educational practices present in the digital environment into the school environment, promoting autonomy and critical thinking in students about their citizenship and social contexts. The work was carried out in six phases: the first phase (what is gamification?); the second (what types of games and their characteristics?); the third (digital game and its transposition into a physical game); the fourth (new contact with digital games, seeking to extract their characteristics and possibilities with Physical Education); the fifth (construction and development of the board game); and the sixth phase (presentation of the game to the other classes in the school). Field reports were used as data collection instruments, due to the qualitative and ethnographic nature of the researcher in the field, and the MEEGA + KIDS questionnaire, which acted in the evaluation of the development of experiences and usability of the game, including the perception of learning, feelings and interactions with the environment and other players. The use of gamified environments with the STEAM approach has enabled students to learn and study in a more enjoyable and motivating way and has contributed greatly to the teaching of Physical Education content, as well as Arts and Geography subjects. The game has presented itself as a possibility to transcend the screen environment into the real world, where students are able to analyze the reality that manifests itself globally, constructing meanings and connecting what is learned at school with what is experienced outside of it. |
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Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação FísicaGamification as a pedagogical element: the integration between teaching and the STEAM approach in Physical EducationGamificaçãoEducação FísicaEnsino-aprendizagemSTEAMInovaçãoGamificationPhysical educationTeaching-learningInnovationCNPQ::OUTROSThe research addressed the coverage of the work that involved the use of gamification as a pedagogical element in supporting teaching and learning in the school environment with the STEAM (Science, Technology, Engineering, Arts and Mathematics) approach with interventions on the 9th grade class of the Final Years of Elementary School. Technology is seen as school challenge, however, we sought to understand the capabilities and benefits that gamification can bring to education. Its objective is to investigate how the mobilization established in gamification promotes the convergence of content in the area of Physical Education teaching, through the STEAM approach. To this end, the methodological proposal used action research in a rural school, in the interior of the state of Rio Grande do Sul. The research is of a qualitative and quantitative nature and presents the facts and phenomena existing in its activities. A board game was developed that involved the Arduino platform due to the technological aspects necessary in today's world, which are the school's responsibility to educate. This process integrated the pedagogical and educational practices present in the digital environment into the school environment, promoting autonomy and critical thinking in students about their citizenship and social contexts. The work was carried out in six phases: the first phase (what is gamification?); the second (what types of games and their characteristics?); the third (digital game and its transposition into a physical game); the fourth (new contact with digital games, seeking to extract their characteristics and possibilities with Physical Education); the fifth (construction and development of the board game); and the sixth phase (presentation of the game to the other classes in the school). Field reports were used as data collection instruments, due to the qualitative and ethnographic nature of the researcher in the field, and the MEEGA + KIDS questionnaire, which acted in the evaluation of the development of experiences and usability of the game, including the perception of learning, feelings and interactions with the environment and other players. The use of gamified environments with the STEAM approach has enabled students to learn and study in a more enjoyable and motivating way and has contributed greatly to the teaching of Physical Education content, as well as Arts and Geography subjects. The game has presented itself as a possibility to transcend the screen environment into the real world, where students are able to analyze the reality that manifests itself globally, constructing meanings and connecting what is learned at school with what is experienced outside of it.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESA pesquisa abordou a cobertura do trabalho que envolveu o uso da gamificação como elemento pedagógico no apoio ao ensino e aprendizagem do ambiente escolar com a abordagem STEAM (Science, Technology, Engennering, Arts and Mathematics) com intervenções sobre a turma de 9º Ano dos Anos Finais do Ensino Fundamental. A tecnologia é vista como um desafio escolar, contudo, buscou-se compreender as capacidades e benefícios que a gamificação pode trazer à educação. Tem como objetivo investigar como a mobilização estabelecida na gamificação promove a convergência de conteúdos na área de ensino da Educação Física, por meio da abordagem STEAM. Para tal, a proposta metodológica utilizou uma pesquisaparticipante em uma escola de zona rural, no interior do estado do Rio Grande do Sul. A pesquisa é de cunho quali-quantitativo e apresenta os fatos e fenômenos existentes em suas atividades. Foi desenvolvido um jogo de tabuleiro que envolveu a plataforma Arduino pelos aspectos tecnológicos necessários no mundo de hoje, os quais, cabe a escola educar. Esse processo integrou as práticas pedagógicas e educacionais presentes no meio digital ao ambiente escolar, promovendo a autonomia e senso crítico nos alunos sobre sua cidadania e contextos sociais. O trabalho foi realizado em seis fases: a primeira fase (o que é gamificação?); a segunda (quais os tipos de jogos e suas características?); a terceira (jogo digital e sua transposição para um jogo físico); a quarta (novo contato com jogos digitais, buscando extrair suas características e possibilidades com a Educação Física); a quinta (construção e elaboração do jogo de tabuleiro); e sexta fase (apresentação do jogo para as outras turmas da escola). Como instrumentos de coleta de dados, se utilizou relatórios de campo, em razão ao caráter qualitativo e etnográfico do pesquisador em campo e o questionário MEEGA + KIDS, que atuou na avaliação do desenvolvimento de experiências e usabilidade do jogo, incluindo a percepção de aprendizado, sentimentos e interações com o ambiente e outros jogadores. O uso de ambientes gamificados com a abordagem STEAM possibilitaram um aprendizado e estudo mais prazeroso e motivador aos alunos e contribuiu plenamente ao ensino dos conteúdos da Educação Física, assim como das disciplinas de Artes e Geografia. O jogo se apresentou como uma possibilidade para transcender o ambiente das telas até o mundo real, em que os alunos sejam capazes de analisar a realidade que se manifesta globalmente, construindo significados e conectando o que se aprende na escola com o que se vive fora dela.Universidade Federal de Santa MariaBrasilEducação em CiênciasUFSMPrograma de Pós-Graduação em Educação em Ciências: Química da Vida e SaúdeCentro de Ciências Naturais e ExatasVieira, Marcelo Pustilnik de Almeidahttp://lattes.cnpq.br/2578873528103320Barros, Aparecida da Silva XavierAleluia, José MárioFarias, Iuri Nunes2025-02-26T15:48:31Z2025-02-26T15:48:31Z2025-02-17info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://repositorio.ufsm.br/handle/1/34311ark:/26339/001300001c2h5porAttribution-NonCommercial-NoDerivatives 4.0 Internationalinfo:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2025-02-26T15:48:31Zoai:repositorio.ufsm.br:1/34311Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/PUBhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.com||manancial@ufsm.bropendoar:2025-02-26T15:48:31Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false |
| dc.title.none.fl_str_mv |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física Gamification as a pedagogical element: the integration between teaching and the STEAM approach in Physical Education |
| title |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física |
| spellingShingle |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física Farias, Iuri Nunes Gamificação Educação Física Ensino-aprendizagem STEAM Inovação Gamification Physical education Teaching-learning Innovation CNPQ::OUTROS |
| title_short |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física |
| title_full |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física |
| title_fullStr |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física |
| title_full_unstemmed |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física |
| title_sort |
Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física |
| author |
Farias, Iuri Nunes |
| author_facet |
Farias, Iuri Nunes |
| author_role |
author |
| dc.contributor.none.fl_str_mv |
Vieira, Marcelo Pustilnik de Almeida http://lattes.cnpq.br/2578873528103320 Barros, Aparecida da Silva Xavier Aleluia, José Mário |
| dc.contributor.author.fl_str_mv |
Farias, Iuri Nunes |
| dc.subject.por.fl_str_mv |
Gamificação Educação Física Ensino-aprendizagem STEAM Inovação Gamification Physical education Teaching-learning Innovation CNPQ::OUTROS |
| topic |
Gamificação Educação Física Ensino-aprendizagem STEAM Inovação Gamification Physical education Teaching-learning Innovation CNPQ::OUTROS |
| description |
The research addressed the coverage of the work that involved the use of gamification as a pedagogical element in supporting teaching and learning in the school environment with the STEAM (Science, Technology, Engineering, Arts and Mathematics) approach with interventions on the 9th grade class of the Final Years of Elementary School. Technology is seen as school challenge, however, we sought to understand the capabilities and benefits that gamification can bring to education. Its objective is to investigate how the mobilization established in gamification promotes the convergence of content in the area of Physical Education teaching, through the STEAM approach. To this end, the methodological proposal used action research in a rural school, in the interior of the state of Rio Grande do Sul. The research is of a qualitative and quantitative nature and presents the facts and phenomena existing in its activities. A board game was developed that involved the Arduino platform due to the technological aspects necessary in today's world, which are the school's responsibility to educate. This process integrated the pedagogical and educational practices present in the digital environment into the school environment, promoting autonomy and critical thinking in students about their citizenship and social contexts. The work was carried out in six phases: the first phase (what is gamification?); the second (what types of games and their characteristics?); the third (digital game and its transposition into a physical game); the fourth (new contact with digital games, seeking to extract their characteristics and possibilities with Physical Education); the fifth (construction and development of the board game); and the sixth phase (presentation of the game to the other classes in the school). Field reports were used as data collection instruments, due to the qualitative and ethnographic nature of the researcher in the field, and the MEEGA + KIDS questionnaire, which acted in the evaluation of the development of experiences and usability of the game, including the perception of learning, feelings and interactions with the environment and other players. The use of gamified environments with the STEAM approach has enabled students to learn and study in a more enjoyable and motivating way and has contributed greatly to the teaching of Physical Education content, as well as Arts and Geography subjects. The game has presented itself as a possibility to transcend the screen environment into the real world, where students are able to analyze the reality that manifests itself globally, constructing meanings and connecting what is learned at school with what is experienced outside of it. |
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2025 |
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2025-02-26T15:48:31Z 2025-02-26T15:48:31Z 2025-02-17 |
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Universidade Federal de Santa Maria Brasil Educação em Ciências UFSM Programa de Pós-Graduação em Educação em Ciências: Química da Vida e Saúde Centro de Ciências Naturais e Exatas |
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