A estratégia ativa da gamificação e a motivação para leitura no componente curricular da Língua Portuguesa.
| Ano de defesa: | 2023 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | , |
| 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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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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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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publishedVersion |
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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. |
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http://bdtd.unoeste.br:8080/jspui/handle/jspui/1499 |
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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. |
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http://bdtd.unoeste.br:8080/jspui/handle/jspui/1499 |
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