A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.

Detalhes bibliográficos
Ano de defesa: 2023
Autor(a) principal: NAKASHIMA, Edna Guedes lattes
Orientador(a): Gitahy, Raquel Rosan Christino lattes
Banca de defesa: Terçariol, Adriana Aparecida de Lima lattes, Murgo, Camélia Santina lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade do Oeste Paulista
Programa de Pós-Graduação: Mestrado em Educação
Departamento: Mestrado em Educação
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://bdtd.unoeste.br:8080/jspui/handle/jspui/1499
Resumo: The present dissertation was developed in the “Training and action of the teaching professional and educational practices” research line of the Graduate Program in Education of the Universidade do Oeste Paulista in Presidente Prudente (SP). The general objective of the research was to build and evaluate an active gamification strategy in the motivation of reading in the curricular component of the Portuguese language. It has as specific objectives to know the technological and gamer profile of students; understand the intrinsic and extrinsic motivations and possible students’ demotivations for reading; and to analyze students' motivation and flow state during the reading gamification process. The research had a qualitative approach, of the intervention type, involving a class of 26 students from the 4th year of Elementary School from a unit of the public educational sistem in a small municipality in the interior of São Paulo State. In the data collection, a questionnaire was initially used to understand the technological profile – the access technology and the connection period – and the gamer profile of the students – to understand if they liked to play, compete and earn rewards. Then, a focus group was held in order to understand the intrinsic and extrinsic motivations and possible demotivations in the teaching-learning process of students regarding reading. With the data from the questionnaire and the focus group, the researcher built and applied an active gamification strategy for reading. During the gamification process, interaction, collaboration, student reactions and ways of solving challenges were observed and recorded in field notes. Documents produced by students during gamification were also used in the analysis. At the end, a post-gamification focus group was held with the participants in order to assess the motivation and Flow state experienced during the gamification process of reading. From the data analysis, two categories of analysis were created: (1) Elements of gamification and the motivation for reading; and (2) Flow state during reading gamification. The results showed that the use of gamer elements in the strategy developed student engagement and advancement in reading skills. Participants stated how interesting and fun it was to learn with gamification, and that they had never seen the time goes by so quickly during activities. The Flow state was aligned with the engagement in the feeling of momentary pleasure with challenges in reading, validating the dynamic balance of students in relation to the pleasure they felt during immersion in the activity, enabling satisfaction in the learning process.
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spelling Gitahy, Raquel Rosan Christinohttp://lattes.cnpq.br/2170926949956746Terçariol, Adriana Aparecida de Limahttps://orcid.org/0000-0002-5824-2294http://lattes.cnpq.br/2550466423628629Murgo, Camélia Santinahttps://orcid.org/0000-0003-3932-7580http://lattes.cnpq.br/1873165740888778http://lattes.cnpq.br/9474539204901454NAKASHIMA, Edna Guedes2023-06-02T13:52:48Z2023-03-14NAKASHIMA, Edna Guedes. A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa. 2023. 118 f. Dissertação (Mestrado em Educação) - Universidade do Oeste Paulista, Presidente Prudente, 2023.http://bdtd.unoeste.br:8080/jspui/handle/jspui/1499The present dissertation was developed in the “Training and action of the teaching professional and educational practices” research line of the Graduate Program in Education of the Universidade do Oeste Paulista in Presidente Prudente (SP). The general objective of the research was to build and evaluate an active gamification strategy in the motivation of reading in the curricular component of the Portuguese language. It has as specific objectives to know the technological and gamer profile of students; understand the intrinsic and extrinsic motivations and possible students’ demotivations for reading; and to analyze students' motivation and flow state during the reading gamification process. The research had a qualitative approach, of the intervention type, involving a class of 26 students from the 4th year of Elementary School from a unit of the public educational sistem in a small municipality in the interior of São Paulo State. In the data collection, a questionnaire was initially used to understand the technological profile – the access technology and the connection period – and the gamer profile of the students – to understand if they liked to play, compete and earn rewards. Then, a focus group was held in order to understand the intrinsic and extrinsic motivations and possible demotivations in the teaching-learning process of students regarding reading. With the data from the questionnaire and the focus group, the researcher built and applied an active gamification strategy for reading. During the gamification process, interaction, collaboration, student reactions and ways of solving challenges were observed and recorded in field notes. Documents produced by students during gamification were also used in the analysis. At the end, a post-gamification focus group was held with the participants in order to assess the motivation and Flow state experienced during the gamification process of reading. From the data analysis, two categories of analysis were created: (1) Elements of gamification and the motivation for reading; and (2) Flow state during reading gamification. The results showed that the use of gamer elements in the strategy developed student engagement and advancement in reading skills. Participants stated how interesting and fun it was to learn with gamification, and that they had never seen the time goes by so quickly during activities. The Flow state was aligned with the engagement in the feeling of momentary pleasure with challenges in reading, validating the dynamic balance of students in relation to the pleasure they felt during immersion in the activity, enabling satisfaction in the learning process.A presente dissertação foi desenvolvida na linha de pesquisa “Formação e ação do profissional docente e práticas educativas” do Programa de Pós-Graduação em Educação da Universidade do Oeste Paulista de Presidente Prudente (SP). O objetivo geral da pesquisa foi construir e avaliar uma estratégia ativa de gamificação na motivação para leitura no componente curricular da Língua Portuguesa. A pesquisa adotou uma abordagem qualitativa, do tipo intervenção, envolvendo uma turma de 26 estudantes do 4º ano do Ensino Fundamental I de uma escola da rede pública de um município de pequeno porte no interior paulista. Na coleta de dados utilizou-se inicialmente um questionário para compreender o perfil tecnológico – a tecnologia de acesso e o período de conexão – e o perfil gamer dos estudantes – se gostavam de jogar, de competir e de ganhar recompensas. Depois realizou-se um primeiro grupo focal a fim de compreender as motivações intrínsecas, extrínsecas e possíveis desmotivações no processo de ensino aprendizagem dos estudantes relativos à leitura. Com os dados obtidos através do questionário e do primeiro grupo focal, a pesquisadora construiu e aplicou uma estratégia ativa de gamificação para leitura. Durante o processo de gamificação, foram observadas a interação, a colaboração, as reações dos estudantes e as formas de resolução dos desafios. Os dados coletados foram registrados em diário de bordo. Os documentos produzidos pelos estudantes também foram utilizados na análise. Ao final, realizou-se o segundo grupo focal pós-intervenção com os participantes a fim de avaliar a motivação e o estado de fluxo vivenciado durante o processo gamificado para leitura. A partir dos dados produzidos foram criadas duas categorias de análise: (1) Elementos de gamificação e a motivação para a leitura; e (2) O estado de fluxo durante a gamificação na leitura. Os resultados demonstraram que o uso dos elementos gamer na estratégia desenvolveu o engajamento dos estudantes e o avanço nas habilidades de leitura. Os participantes afirmaram o quão interessante e divertido foi aprender com a gamificação, e que nunca tinham visto o tempo passar tão rápido durante as atividades. O estado de fluxo alinhou-se ao engajamento na sensação de prazer momentâneo com desafios na leitura, validando o equilíbrio dinâmico dos estudantes em relação ao prazer que sentiram durante a imersão na atividade, possibilitando a satisfação no processo de aprendizagem.Submitted by Renata Morais (rmorais@unoeste.br) on 2023-06-02T13:52:48Z No. of bitstreams: 2 Edna Guedes Nakashima.pdf: 10939286 bytes, checksum: 089f2a747198d9f87998c073c1e75e99 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Made available in DSpace on 2023-06-02T13:52:48Z (GMT). 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dc.title.por.fl_str_mv A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
dc.title.alternative.eng.fl_str_mv The active strategy of gamification and the motivation of reading in the curricular component of the Portuguese language.
title A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
spellingShingle A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
NAKASHIMA, Edna Guedes
Gamificação
Leitura
Língua Portuguesa
Motivação
Educação Básica
Reading
Portuguese language
Motivation
Basic education
Gamification
CIENCIAS HUMANAS::EDUCACAO
title_short A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
title_full A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
title_fullStr A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
title_full_unstemmed A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
title_sort A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
author NAKASHIMA, Edna Guedes
author_facet NAKASHIMA, Edna Guedes
author_role author
dc.contributor.advisor1.fl_str_mv Gitahy, Raquel Rosan Christino
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/2170926949956746
dc.contributor.referee1.fl_str_mv Terçariol, Adriana Aparecida de Lima
dc.contributor.referee1ID.fl_str_mv https://orcid.org/0000-0002-5824-2294
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/2550466423628629
dc.contributor.referee2.fl_str_mv Murgo, Camélia Santina
dc.contributor.referee2ID.fl_str_mv https://orcid.org/0000-0003-3932-7580
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/1873165740888778
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9474539204901454
dc.contributor.author.fl_str_mv NAKASHIMA, Edna Guedes
contributor_str_mv Gitahy, Raquel Rosan Christino
Terçariol, Adriana Aparecida de Lima
Murgo, Camélia Santina
dc.subject.por.fl_str_mv Gamificação
Leitura
Língua Portuguesa
Motivação
Educação Básica
Reading
Portuguese language
Motivation
Basic education
topic Gamificação
Leitura
Língua Portuguesa
Motivação
Educação Básica
Reading
Portuguese language
Motivation
Basic education
Gamification
CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv Gamification
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::EDUCACAO
description The present dissertation was developed in the “Training and action of the teaching professional and educational practices” research line of the Graduate Program in Education of the Universidade do Oeste Paulista in Presidente Prudente (SP). The general objective of the research was to build and evaluate an active gamification strategy in the motivation of reading in the curricular component of the Portuguese language. It has as specific objectives to know the technological and gamer profile of students; understand the intrinsic and extrinsic motivations and possible students’ demotivations for reading; and to analyze students' motivation and flow state during the reading gamification process. The research had a qualitative approach, of the intervention type, involving a class of 26 students from the 4th year of Elementary School from a unit of the public educational sistem in a small municipality in the interior of São Paulo State. In the data collection, a questionnaire was initially used to understand the technological profile – the access technology and the connection period – and the gamer profile of the students – to understand if they liked to play, compete and earn rewards. Then, a focus group was held in order to understand the intrinsic and extrinsic motivations and possible demotivations in the teaching-learning process of students regarding reading. With the data from the questionnaire and the focus group, the researcher built and applied an active gamification strategy for reading. During the gamification process, interaction, collaboration, student reactions and ways of solving challenges were observed and recorded in field notes. Documents produced by students during gamification were also used in the analysis. At the end, a post-gamification focus group was held with the participants in order to assess the motivation and Flow state experienced during the gamification process of reading. From the data analysis, two categories of analysis were created: (1) Elements of gamification and the motivation for reading; and (2) Flow state during reading gamification. The results showed that the use of gamer elements in the strategy developed student engagement and advancement in reading skills. Participants stated how interesting and fun it was to learn with gamification, and that they had never seen the time goes by so quickly during activities. The Flow state was aligned with the engagement in the feeling of momentary pleasure with challenges in reading, validating the dynamic balance of students in relation to the pleasure they felt during immersion in the activity, enabling satisfaction in the learning process.
publishDate 2023
dc.date.accessioned.fl_str_mv 2023-06-02T13:52:48Z
dc.date.issued.fl_str_mv 2023-03-14
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dc.identifier.citation.fl_str_mv NAKASHIMA, Edna Guedes. A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa. 2023. 118 f. Dissertação (Mestrado em Educação) - Universidade do Oeste Paulista, Presidente Prudente, 2023.
dc.identifier.uri.fl_str_mv http://bdtd.unoeste.br:8080/jspui/handle/jspui/1499
identifier_str_mv NAKASHIMA, Edna Guedes. A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa. 2023. 118 f. Dissertação (Mestrado em Educação) - Universidade do Oeste Paulista, Presidente Prudente, 2023.
url http://bdtd.unoeste.br:8080/jspui/handle/jspui/1499
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http://bdtd.unoeste.br:8080/tede/bitstream/jspui/1499/4/license_rdf
http://bdtd.unoeste.br:8080/tede/bitstream/jspui/1499/1/license.txt
bitstream.checksum.fl_str_mv 4861f10e623215351184f9f3b21c44a8
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bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
MD5
MD5
MD5
MD5
repository.name.fl_str_mv Biblioteca Digital de Teses e Dissertações da UNOESTE - Universidade do Oeste Paulista (UNOESTE)
repository.mail.fl_str_mv bdtd@unoeste.br
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