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Level up: uma proposta de processo gamificado para a educa??oBrito, Andr? Luiz de Souza 25 August 2017 (has links)
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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.
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Projeto de interfaces para aplicativo m?vel orientado ? gamifica??o: o aplicativo Gamify SINFO da UFRNSantos, Jackson Douglas Vital dos 21 April 2017 (has links)
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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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