Gamificação como elemento pedagógico: a integração entre ensino e a Abordagem STEAM na Educação Física

Detalhes bibliográficos
Ano de defesa: 2025
Autor(a) principal: Farias, Iuri Nunes
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
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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spelling 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.
publishDate 2025
dc.date.none.fl_str_mv 2025-02-26T15:48:31Z
2025-02-26T15:48:31Z
2025-02-17
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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dc.identifier.uri.fl_str_mv http://repositorio.ufsm.br/handle/1/34311
dc.identifier.dark.fl_str_mv ark:/26339/001300001c2h5
url http://repositorio.ufsm.br/handle/1/34311
identifier_str_mv ark:/26339/001300001c2h5
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv 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
publisher.none.fl_str_mv 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
dc.source.none.fl_str_mv reponame:Manancial - Repositório Digital da UFSM
instname:Universidade Federal de Santa Maria (UFSM)
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instname_str Universidade Federal de Santa Maria (UFSM)
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institution UFSM
reponame_str Manancial - Repositório Digital da UFSM
collection Manancial - Repositório Digital da UFSM
repository.name.fl_str_mv Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)
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