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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Level up: uma proposta de processo gamificado para a educa??o

Brito, Andr? Luiz de Souza 25 August 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2017-11-06T19:11:12Z No. of bitstreams: 1 AndreLuizDeSouzaBrito_DISSERT.pdf: 9436503 bytes, checksum: 583764c7076e0396f472d1d8ff7fee01 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2017-11-20T19:17:34Z (GMT) No. of bitstreams: 1 AndreLuizDeSouzaBrito_DISSERT.pdf: 9436503 bytes, checksum: 583764c7076e0396f472d1d8ff7fee01 (MD5) / Made available in DSpace on 2017-11-20T19:17:34Z (GMT). No. of bitstreams: 1 AndreLuizDeSouzaBrito_DISSERT.pdf: 9436503 bytes, checksum: 583764c7076e0396f472d1d8ff7fee01 (MD5) Previous issue date: 2017-08-25 / A tecnologia ? um grande transformador da cultura de uma sociedade. Essa transforma??o cultural induz, por sua vez, a uma necessidade de revolu??es em v?rias ?reas do conhecimento. Uma dessas ?reas ? a educa??o, que conta com uma gera??o de jovens que est?o sempre conectados, possuem acesso a grandes quantidades de informa??o e podem rapidamente compartilh?-las. Como consequ?ncia, os modelos tradicionais de ensino-aprendizagem nos quais o professor assume um papel centralizador e o aluno se encontra passivamente recebendo as informa??es, passam a ser cada vez mais ineficazes. A inadequa??o dessas pr?ticas diminui a conex?o do aluno com o ambiente escolar e as disciplinas, levando-o mais facilmente a uma desmotiva??o pelos estudos. Um campo de pesquisa que tem se destacado nos ?ltimos anos quando tratamos da motiva??o no contexto educacional ? o da Gamifica??o. No entanto, um problema comum ainda persiste na constru??o de solu??es gamificadas para a educa??o, que consiste na falta de um processo de design claro que norteie de forma eficaz a elabora??o de solu??es a fim de que os resultados obtidos pela aplica??o das mesmas n?o sejam superficiais e ineficazes e n?o gerem impacto negativo na motiva??o dos alunos. Para contribuir com a solu??o desse problema, este trabalho prop?e um processo de gamifica??o, denominado Level-Up, alicer?ado na abordagem do Design Thinking para educadores, que tem como princ?pio b?sico o conhecimento pr?vio profundo sobre a problem?tica do desinteresse dos alunos a ser tratado antes que qualquer solu??o venha a ser projetada. Al?m disso, o framework Octalysis ? utilizado para auxiliar na an?lise dos aspectos motivacionais tratados no cen?rio do problema e direcionar a escolha dos elementos de jogos para tornar esse cen?rio agrad?vel e atingir os objetivos almejados com a gamifica??o. Para validar o processo proposto, um estudo de caso foi efetuado em uma disciplina introdut?ria de programa??o de um curso de ensino superior, no qual resultados promissores foram obtidos. / Technology is a force for change in the culture of society. This transformation often requires the evolution of several fields in human knowledge, one of them being the field of Education. As a generation of youngsters is always connected through the use of technological devices, with the possibility of accessing and exchanging a large amount of information in a fast way, the traditional learning models which are teacher-centered and the students play a passive role are gradually becoming more inefficient. This inadequacy has a big role in student motivation, that is rapidly decreasing by each year as students feel less connected with their learning environment and their practices. One field of research that has become prominent in past years concerning student motivation in education is that of Gamification. However, a common problem exists with the design of gamified solutions for education: the lack of a clear design process that guides the gamification towards an efficient model capable of effectively attend to the student?s needs. To contribute to the solution of this problem, this work proposes a gamification process called Level-Up, based on the design thinking for educators approach, which has as a core principle the investigation and gain of knowledge about the problematic of the students and learning environment before any solution is designed and executed. On top of that, the gamification framework Octalysis is used to evaluate how the motivational aspects are taken into account in the investigated scenario, and how the game elements can be used to change and improve student motivation in order to attain the objectives set by the gamification. To validate this gamification process, a case study is executed in an introductory programming class of an undergraduate course, in which promising results were obtained.
2

Projeto de interfaces para aplicativo m?vel orientado ? gamifica??o: o aplicativo Gamify SINFO da UFRN

Santos, Jackson Douglas Vital dos 21 April 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2017-08-01T15:11:10Z No. of bitstreams: 1 JacksonDouglasVitalDosSantos_DISSERT.pdf: 8987606 bytes, checksum: 28f4068937a89ace1dd59365da7c82cc (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2017-08-09T12:18:18Z (GMT) No. of bitstreams: 1 JacksonDouglasVitalDosSantos_DISSERT.pdf: 8987606 bytes, checksum: 28f4068937a89ace1dd59365da7c82cc (MD5) / Made available in DSpace on 2017-08-09T12:18:18Z (GMT). No. of bitstreams: 1 JacksonDouglasVitalDosSantos_DISSERT.pdf: 8987606 bytes, checksum: 28f4068937a89ace1dd59365da7c82cc (MD5) Previous issue date: 2017-04-21 / Este trabalho tem como finalidade a cria??o de um projeto de interfaces para aplicativo m?vel que contribua para a melhoria das atividades da Superintend?ncia de Inform?tica (SINFO) da Universidade Federal do Rio Grande do Norte (UFRN), auxiliando nos seus processos de trabalho e no engajamento e motiva??o dos funcion?rios. Para tanto, utilizou-se o conceito de gamifica??o e as abordagens do Design Centrado no Usu?rio e do Design Participativo. Por meio de entrevistas e do uso de question?rios, foram investigados e identificados os processos de trabalho da SINFO e as necessidades e problemas dos funcion?rios. A partir desse levantamento foram realizadas sess?es de brainstorming com o objetivo obter, destes profissionais, ideias, alternativas e solu??es quanto ao uso de elementos da gamifica??o na melhoria dos aspectos organizacionais diante as suas atividades. O resultado dessas solu??es serviu como orientador na cria??o dos prot?tipos de interfaces do aplicativo, avaliados, posteriormente, a partir de uma avalia??o cooperativa entre os envolvidos nas etapas anteriores. / The objective of this work is the creation of a mobile application interfaces project that will contribute to the improvement of the activities of Superintend?ncia de Inform?tica (SINFO) at the Universidade Federal do Rio Grande do Norte (UFRN) assisting in its work processes, in the engagement and employee motivation. For that, the concept of gamification and the User- Centered Design and the Participatory Design approaches were used. Through interviews and the use of questionnaires, was investigated and identified the work processes of SINFO, the needs and problems of the employees. From this survey, brainstorming sessions were carried out with the purpose of obtaining from these professionals ideas, alternatives and solutions regarding the use of gamification elements in improving the organizational aspects of their activities. The result of these solutions served as a guideline in the creation of prototypes of application interfaces. The prototypes will be evaluated later, from a cooperative evaluation between those involved in the previous stages.

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