Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas
| Ano de defesa: | 2024 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| dARK ID: | ark:/26339/001300001c5qn |
| Idioma: | por |
| Instituição de defesa: |
Universidade Federal de Santa Maria
Brasil Educação UFSM Programa de Pós-Graduação em Educação Centro de Educação |
| 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/1/34103 |
Resumo: | In education, the integration of educational technologies as auxiliary resources in the teaching-learning process is becoming increasingly common. Among these innovations, gamification is emerging as a strategy that incorporates game elements into school activity contexts, with specific pre-defined objectives. This approach aims to arouse students' interest, engage them and motivate them to achieve certain goals. In this context, the aim of this research was to analyze changes in the educational practices of teachers who have used gamification as a teaching strategy. To do this, a systematic review of the literature was carried out in CAPES journals, BDTD, Semantic Scholar, delimited by the period from 2019 to 2024, in order to contextualize the theme and define the variables to be compared in our work. The methodology applied is characterized as a descriptive study with a qualitative approach. Questionnaires were administered to teachers in order to investigate gamification as a teaching strategy, based on their own perceptions. The data collected was analyzed according to Bardin's content analysis method, evaluating the participants' responses and the results of the review. The study revealed that gamification, as a teaching strategy, has the potential to transform educational practices, promoting greater student engagement and creating dynamic and interactive teaching environments. In addition, it was highlighted that gamification, when aligned with the needs and specificities of students, proves to be effective, encouraging greater active participation by students in the proposed activities. Despite the positive impact, challenges were highlighted, such as the lack of specific training and difficulties in adapting to the technologies. This highlights the need for educational policies that promote continuing training and support for teachers, consolidating innovative strategies for contemporary education. Finally, based on the results obtained, we recommend the development of programs that integrate technology into the educational environment, adapted to the context of schools, consolidating the use of gamification as a teaching strategy, contributing to the improvement of new educational practices for teachers. |
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Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativasGamification as a teaching strategy: an analysis of changes in educational practicesGamificaçãoPráticas educativasEstratégias de ensinoGamificationEducational practicesTeaching strategiesCNPQ::CIENCIAS HUMANAS::EDUCACAOIn education, the integration of educational technologies as auxiliary resources in the teaching-learning process is becoming increasingly common. Among these innovations, gamification is emerging as a strategy that incorporates game elements into school activity contexts, with specific pre-defined objectives. This approach aims to arouse students' interest, engage them and motivate them to achieve certain goals. In this context, the aim of this research was to analyze changes in the educational practices of teachers who have used gamification as a teaching strategy. To do this, a systematic review of the literature was carried out in CAPES journals, BDTD, Semantic Scholar, delimited by the period from 2019 to 2024, in order to contextualize the theme and define the variables to be compared in our work. The methodology applied is characterized as a descriptive study with a qualitative approach. Questionnaires were administered to teachers in order to investigate gamification as a teaching strategy, based on their own perceptions. The data collected was analyzed according to Bardin's content analysis method, evaluating the participants' responses and the results of the review. The study revealed that gamification, as a teaching strategy, has the potential to transform educational practices, promoting greater student engagement and creating dynamic and interactive teaching environments. In addition, it was highlighted that gamification, when aligned with the needs and specificities of students, proves to be effective, encouraging greater active participation by students in the proposed activities. Despite the positive impact, challenges were highlighted, such as the lack of specific training and difficulties in adapting to the technologies. This highlights the need for educational policies that promote continuing training and support for teachers, consolidating innovative strategies for contemporary education. Finally, based on the results obtained, we recommend the development of programs that integrate technology into the educational environment, adapted to the context of schools, consolidating the use of gamification as a teaching strategy, contributing to the improvement of new educational practices for teachers.Na educação, a integração de tecnologias educacionais como recursos auxiliares no processo de ensino-aprendizagem está se tornando cada vez mais frequente. Entre essas inovações, a gamificação emerge como uma estratégia que incorpora elementos de jogos em contextos nas atividades escolares, com objetivos específicos pré-definidos. Essa abordagem visa despertar o interesse dos alunos, engajar e motivá-los a alcançar metas determinadas. Nesse contexto, o objetivo desta pesquisa foi analisar as mudanças nas práticas educativas dos professores que utilizaram gamificação como estratégia de ensino. Para isso, foi realizada uma revisão sistemática da literatura em periódicos da CAPES, BDTD, Semantic Scholar, delimitado pelo período de 2019 a 2024, a fim de, contextualizar a temática e definir as variáveis a serem comparadas no nosso trabalho. A metodologia aplicada caracteriza-se como um estudo descritivo de abordagem qualitativa. Foram aplicados questionários com os docentes, a fim, de investigarmos a gamificação enquanto estratégia de ensino, a partir de suas próprias percepções. Os dados coletados foram analisados de acordo com o método análise de conteúdos da Bardin, avaliando as respostas dos participantes e os resultados da revisão. O estudo revelou que a gamificação, como estratégia de ensino, tem potencial para transformar as práticas educativas, promovendo maior engajamento dos alunos e criando ambientes de ensino dinâmicos e interativos. Além disso, destacou-se que a a gamificação quando alinhada as necessidades e especificidades dos estudantes, demostra ser eficaz, incentivando uma maior participação ativa dos estudantes nas atividades propostas. Apesar do impacto positivo, foram evidenciados desafios, como à falta de formação específica e dificuldades na adaptação às tecnologias. Assim, ressalta-se a necessidade de políticas educacionais que promovam formação continuada e suporte aos professores, consolidando estratégias inovadoras para a educação contemporânea. Por fim, baseados nos resultados obtidos, recomendamos o desenvolvimento de programas que integrem a tecnologia ao ambiente educacional, adaptada ao contexto das escolas, consolidando o uso da gamificação como estratégia de ensino, contribuindo para o aprimoramento de novas práticas educativas dos professores.Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em EducaçãoCentro de EducaçãoLeón, Ana Vanessa Leguízamohttp://lattes.cnpq.br/3500131534029451Ilha, Phillip VilanovaMaraschin, Mariglei SeveroSiqueira, Fernanda Duarte2025-02-13T11:35:01Z2025-02-13T11:35:01Z2024-12-20info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://repositorio.ufsm.br/handle/1/34103ark:/26339/001300001c5qnporAttribution-NonCommercial-NoDerivatives 4.0 Internationalinfo:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2025-02-13T11:35:02Zoai:repositorio.ufsm.br:1/34103Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/PUBhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.com||manancial@ufsm.bropendoar:2025-02-13T11:35:02Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false |
| dc.title.none.fl_str_mv |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas Gamification as a teaching strategy: an analysis of changes in educational practices |
| title |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas |
| spellingShingle |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas Siqueira, Fernanda Duarte Gamificação Práticas educativas Estratégias de ensino Gamification Educational practices Teaching strategies CNPQ::CIENCIAS HUMANAS::EDUCACAO |
| title_short |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas |
| title_full |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas |
| title_fullStr |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas |
| title_full_unstemmed |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas |
| title_sort |
Gamificação como estratégia de ensino: uma análise das mudanças nas práticas educativas |
| author |
Siqueira, Fernanda Duarte |
| author_facet |
Siqueira, Fernanda Duarte |
| author_role |
author |
| dc.contributor.none.fl_str_mv |
León, Ana Vanessa Leguízamo http://lattes.cnpq.br/3500131534029451 Ilha, Phillip Vilanova Maraschin, Mariglei Severo |
| dc.contributor.author.fl_str_mv |
Siqueira, Fernanda Duarte |
| dc.subject.por.fl_str_mv |
Gamificação Práticas educativas Estratégias de ensino Gamification Educational practices Teaching strategies CNPQ::CIENCIAS HUMANAS::EDUCACAO |
| topic |
Gamificação Práticas educativas Estratégias de ensino Gamification Educational practices Teaching strategies CNPQ::CIENCIAS HUMANAS::EDUCACAO |
| description |
In education, the integration of educational technologies as auxiliary resources in the teaching-learning process is becoming increasingly common. Among these innovations, gamification is emerging as a strategy that incorporates game elements into school activity contexts, with specific pre-defined objectives. This approach aims to arouse students' interest, engage them and motivate them to achieve certain goals. In this context, the aim of this research was to analyze changes in the educational practices of teachers who have used gamification as a teaching strategy. To do this, a systematic review of the literature was carried out in CAPES journals, BDTD, Semantic Scholar, delimited by the period from 2019 to 2024, in order to contextualize the theme and define the variables to be compared in our work. The methodology applied is characterized as a descriptive study with a qualitative approach. Questionnaires were administered to teachers in order to investigate gamification as a teaching strategy, based on their own perceptions. The data collected was analyzed according to Bardin's content analysis method, evaluating the participants' responses and the results of the review. The study revealed that gamification, as a teaching strategy, has the potential to transform educational practices, promoting greater student engagement and creating dynamic and interactive teaching environments. In addition, it was highlighted that gamification, when aligned with the needs and specificities of students, proves to be effective, encouraging greater active participation by students in the proposed activities. Despite the positive impact, challenges were highlighted, such as the lack of specific training and difficulties in adapting to the technologies. This highlights the need for educational policies that promote continuing training and support for teachers, consolidating innovative strategies for contemporary education. Finally, based on the results obtained, we recommend the development of programs that integrate technology into the educational environment, adapted to the context of schools, consolidating the use of gamification as a teaching strategy, contributing to the improvement of new educational practices for teachers. |
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2024 |
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2024-12-20 2025-02-13T11:35:01Z 2025-02-13T11:35:01Z |
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Universidade Federal de Santa Maria Brasil Educação UFSM Programa de Pós-Graduação em Educação Centro de Educação |
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