Análisis de una herramienta gamificada para promover competencias

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: Larrosa, Manuel
Orientador(a): Wives, Leandro Krug
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: spa
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
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.
id URGS_885c3b9868ad6ee424f0a770a2eb8bed
oai_identifier_str oai:www.lume.ufrgs.br:10183/294868
network_acronym_str URGS
network_name_str Biblioteca Digital de Teses e Dissertações da UFRGS
repository_id_str
spelling 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
topic 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.
publishDate 2024
dc.date.issued.fl_str_mv 2024
dc.date.accessioned.fl_str_mv 2025-08-08T08:01:17Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10183/294868
dc.identifier.nrb.pt_BR.fl_str_mv 001290719
url http://hdl.handle.net/10183/294868
identifier_str_mv 001290719
dc.language.iso.fl_str_mv spa
language spa
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da UFRGS
instname:Universidade Federal do Rio Grande do Sul (UFRGS)
instacron:UFRGS
instname_str Universidade Federal do Rio Grande do Sul (UFRGS)
instacron_str UFRGS
institution UFRGS
reponame_str Biblioteca Digital de Teses e Dissertações da UFRGS
collection Biblioteca Digital de Teses e Dissertações da UFRGS
bitstream.url.fl_str_mv http://www.lume.ufrgs.br/bitstream/10183/294868/2/001290719.pdf.txt
http://www.lume.ufrgs.br/bitstream/10183/294868/1/001290719.pdf
bitstream.checksum.fl_str_mv 1ffd9c6b95bc3d097e5db69b9eb28429
b80d6f9c975d29f8f0aef143c2b188ab
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
repository.name.fl_str_mv Biblioteca Digital de Teses e Dissertações da UFRGS - Universidade Federal do Rio Grande do Sul (UFRGS)
repository.mail.fl_str_mv lume@ufrgs.br || lume@ufrgs.br
_version_ 1846255906589769728