Análisis de una herramienta gamificada para promover competencias
| Ano de defesa: | 2024 |
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| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Tese |
| Tipo de acesso: | Acesso aberto |
| Idioma: | spa |
| Instituição de defesa: |
Não Informado pela instituição
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| Programa de Pós-Graduação: |
Não Informado pela instituição
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| Departamento: |
Não Informado pela instituição
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| País: |
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| Palavras-chave em Português: | |
| Palavras-chave em Inglês: | |
| Palavras-chave em Espanhol: | |
| Link de acesso: | http://hdl.handle.net/10183/294868 |
Resumo: | This research aims to analyse the potential of a badge system developed in Uruguay as an effective pedagogical tool to foster competencies for K-12 students. The approach follows an exploratory study of teachers' and students' perceptions of their experience with the Global Network badge system. Badges are considered a gamified element that introduces game dynamics throughout classroom activities, besides positioning competencies as required abilities for student development immersed in a complex society. The methodology involves data collection based on the analysis of the users' experience, gathering information through semi-structured interviews with primary education teachers and gamified experiences with students. The objective is to gain a deeper understanding of badges as a gamified mechanism to work inside classrooms. In particular, the badges contribution as a tool to deepen in global competencies, for channeling educational content and understand the effect of different gamified resources to motivate and offer innovative teaching techniques in primary education classrooms. The findings show that there are substantial differences between gamified elements and the functions of each one. In the case of badges, their importance stands out as an element to evidence goals in the learning path. At the same time, they are very important to generate identification, through the characters they represent, and the link with the daily life and interests of the students. In this way, they are a valuable tool to build narratives capable of channeling educational content, included in the curriculum. |
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Larrosa, ManuelWives, Leandro KrugRodés, Virginia2025-08-08T08:01:17Z2024http://hdl.handle.net/10183/294868001290719This research aims to analyse the potential of a badge system developed in Uruguay as an effective pedagogical tool to foster competencies for K-12 students. The approach follows an exploratory study of teachers' and students' perceptions of their experience with the Global Network badge system. Badges are considered a gamified element that introduces game dynamics throughout classroom activities, besides positioning competencies as required abilities for student development immersed in a complex society. The methodology involves data collection based on the analysis of the users' experience, gathering information through semi-structured interviews with primary education teachers and gamified experiences with students. The objective is to gain a deeper understanding of badges as a gamified mechanism to work inside classrooms. In particular, the badges contribution as a tool to deepen in global competencies, for channeling educational content and understand the effect of different gamified resources to motivate and offer innovative teaching techniques in primary education classrooms. The findings show that there are substantial differences between gamified elements and the functions of each one. In the case of badges, their importance stands out as an element to evidence goals in the learning path. At the same time, they are very important to generate identification, through the characters they represent, and the link with the daily life and interests of the students. In this way, they are a valuable tool to build narratives capable of channeling educational content, included in the curriculum.Esta investigación analiza la potencialidad de los elementos gamificados como herramientas para promover el trabajo en competencias, para estudiantes de Educación Primaria en Uruguay. A partir de un estudio de caso de la herramienta Medallas Red Global (MRG), se desarrolla un estudio exploratorio acerca de las percepciones de docentes y estudiantes sobre un sistema de recompensas a través de medallas digitales, como herramienta para canalizar contenidos educativos. Las medallas se consideran un elemento gamificado, que introduce lógicas de juego en un entorno curricular, como un incentivo motivador para integrar el currículum educativo. La metodología de recolección de datos se enfoca en el análisis de la experiencia de los usuarios a través de entrevistas semiestructuradas con docentes y experiencias gamificadas con estudiantes. Asimismo, se analizan los datos de uso de la plataforma de entrega de medallas, para triangular la información cualitativa con la cuantitativa acerca de ingresos, medallas entregadas, medallas más populares, competencias y dimensiones más trabajadas. La finalidad de este estudio es ampliar el conocimiento acerca de las medallas como estrategia gamificada para el trabajo de aula. Particularmente, el aporte de las medallas como una herramienta para profundizar en competencias, sus efectos sobre la motivación y como método para efectuar devoluciones a los estudiantes acerca de su desempeño. Los resultados muestran que existen diferencias sustanciales entre los diversos elementos gamificados y las funciones de cada uno. En el caso de las medallas, su importancia destaca como elemento para evidenciar metas en la trayectoria de aprendizaje. A su vez, poseen gran importancia para generar identificación a través de los personajes que representan, y el vínculo con la vida cotidiana e intereses de los estudiantes. De esta forma son una herramienta valiosa para construir narrativas capaces de canalizar contenido educativo, incluido en el plan de estudios.application/pdfspaGamificaçãoCompetênciasCurrículoGamificationCompetenciesCurriculumGamificaciónCompetenciasCurriculumAnálisis de una herramienta gamificada para promover competenciasinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisUniversidade Federal do Rio Grande do SulCentro de Estudos Interdisciplinares em Novas Tecnologias da EducaçãoPrograma de Pós-Graduação em Informática na EducaçãoPorto Alegre, BR-RS2024doutoradoinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UFRGSinstname:Universidade Federal do Rio Grande do Sul (UFRGS)instacron:UFRGSTEXT001290719.pdf.txt001290719.pdf.txtExtracted Texttext/plain384546http://www.lume.ufrgs.br/bitstream/10183/294868/2/001290719.pdf.txt1ffd9c6b95bc3d097e5db69b9eb28429MD52ORIGINAL001290719.pdfTexto completo (espanhol)application/pdf7972309http://www.lume.ufrgs.br/bitstream/10183/294868/1/001290719.pdfb80d6f9c975d29f8f0aef143c2b188abMD5110183/2948682025-08-16 08:01:55.065766oai:www.lume.ufrgs.br:10183/294868Biblioteca Digital de Teses e Dissertaçõeshttps://lume.ufrgs.br/handle/10183/2PUBhttps://lume.ufrgs.br/oai/requestlume@ufrgs.br || lume@ufrgs.bropendoar:18532025-08-16T11:01:55Biblioteca Digital de Teses e Dissertações da UFRGS - Universidade Federal do Rio Grande do Sul (UFRGS)false |
| dc.title.pt_BR.fl_str_mv |
Análisis de una herramienta gamificada para promover competencias |
| title |
Análisis de una herramienta gamificada para promover competencias |
| spellingShingle |
Análisis de una herramienta gamificada para promover competencias Larrosa, Manuel Gamificação Competências Currículo Gamification Competencies Curriculum Gamificación Competencias Curriculum |
| title_short |
Análisis de una herramienta gamificada para promover competencias |
| title_full |
Análisis de una herramienta gamificada para promover competencias |
| title_fullStr |
Análisis de una herramienta gamificada para promover competencias |
| title_full_unstemmed |
Análisis de una herramienta gamificada para promover competencias |
| title_sort |
Análisis de una herramienta gamificada para promover competencias |
| author |
Larrosa, Manuel |
| author_facet |
Larrosa, Manuel |
| author_role |
author |
| dc.contributor.author.fl_str_mv |
Larrosa, Manuel |
| dc.contributor.advisor1.fl_str_mv |
Wives, Leandro Krug |
| dc.contributor.advisor-co1.fl_str_mv |
Rodés, Virginia |
| contributor_str_mv |
Wives, Leandro Krug Rodés, Virginia |
| dc.subject.por.fl_str_mv |
Gamificação Competências Currículo |
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Gamificação Competências Currículo Gamification Competencies Curriculum Gamificación Competencias Curriculum |
| dc.subject.eng.fl_str_mv |
Gamification Competencies Curriculum |
| dc.subject.spa.fl_str_mv |
Gamificación Competencias Curriculum |
| description |
This research aims to analyse the potential of a badge system developed in Uruguay as an effective pedagogical tool to foster competencies for K-12 students. The approach follows an exploratory study of teachers' and students' perceptions of their experience with the Global Network badge system. Badges are considered a gamified element that introduces game dynamics throughout classroom activities, besides positioning competencies as required abilities for student development immersed in a complex society. The methodology involves data collection based on the analysis of the users' experience, gathering information through semi-structured interviews with primary education teachers and gamified experiences with students. The objective is to gain a deeper understanding of badges as a gamified mechanism to work inside classrooms. In particular, the badges contribution as a tool to deepen in global competencies, for channeling educational content and understand the effect of different gamified resources to motivate and offer innovative teaching techniques in primary education classrooms. The findings show that there are substantial differences between gamified elements and the functions of each one. In the case of badges, their importance stands out as an element to evidence goals in the learning path. At the same time, they are very important to generate identification, through the characters they represent, and the link with the daily life and interests of the students. In this way, they are a valuable tool to build narratives capable of channeling educational content, included in the curriculum. |
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2024 |
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