Spelling suggestions: "subject:"traverse"" "subject:"averse""
21 |
Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the MetaverseSveder, Maja, Lundbäck, Emma January 2023 (has links)
Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. The study for this thesis was quantitative, where two digital surveys was performed. When collecting the initial survey, too few respondents were obtained which gave the study too vague result to work with. Therefore, the authors of this thesis decided, for a two-week period, to reopen the questionnaire. The final survey amounted in a total of 125 respondents and was therefore the one used for this thesis. Beside the information conducted by the survey, this theses relied on the theoretical framework based on previous research on aspects such as Gamification strategies, the Metaverse, consumer experience and consumer engagement. The results from this thesis showed that there was a significant relationship between how the repondents were aware of game elements and their purpose and if they let it influence their engagement beside their awareness. We did also perform two additional Pearson Chi-square cross-tabulations concerning the areas of encouragement and spending habits, and market perception. The results in those two did however not show any significant relationships. This thesis contributes to an understanding of how applied gamification strategies within the Metaverse is experienced by consumers and how it influences them.
|
22 |
Playing to Win: How Gamification Can Boost Customer Engagement and Turn Non-Fans into Brand AdvocatesÖztürk, Basak, Hersono, Rulan January 2023 (has links)
In today’s progressive technology development, it is imperative to engage the customer and transform them to become brand advocates. Firms need to ensure their brand’s longevity in this competitive market, at times putting noncustomers in hindsight. This thesis aims to explore how firms can utilise Gamification to engage noncustomers and make them advocate for a brand. To explore this phenomenon, this thesis takes the concepts Gamification, Customer Engagement, Online Brand Advocacy as its starting point and puts special emphasis on the Metaverse as it is an emerging digital engagement platform. Using a quasi-experimental research design with four-manipulation Gamification aspects, we discovered four key findings; (1) the Behavioural dimension of Customer Engagement is a key driver in Online Brand Advocacy compared to the other dimensions. In addition, it is the Behavioural dimension of Customer Engagement that gets noncustomers to advocate for a brand, while the Emotional and Cognitive dimension develops during the post-experience phase, (2) out of the three Gamification aspects, the Motivational Affordance motivated noncustomers the most to engage and advocate for the hypothetical brand, (3) Gamification aspects has a direct effect on noncustomers advocating behaviour without an established consumers-brand relationship, and (4) noncustomers are extrinsically motivated to engage with a brand based on behavioural factors. The contribution of this study is twofold. First, from a theoretical standpoint, it offers a conceptual model and empirically assesses the impact of Gamification utilising various gamified aspects. Second, from a pragmatic and practitioner perspective, the findings aid marketers in developing sustainable marketing strategies, and harness the power of Customer Engagement and Advocacy with the use of Gamification. Hence, this thesis yields new insights to the emerging research on Gamification, Customer Engagement, and Online Brand Advocacy. Therewith, this study offers a novel approach, by linking these three concepts, and introducing Customer Engagement and Online Brand Advocacy as an outcome of Gamification in a metaverse context.
|
23 |
Precise Geolocation for Drones, Metaverse Users, and Beyond: Exploring Ranging Techniques Spanning 40 KHz to 400 GHzFamili, Alireza 09 January 2024 (has links)
This dissertation explores the realm of high-accuracy localization through the utilization of ranging-based techniques, encompassing a spectrum of signals ranging from low-frequency ultrasound acoustic signals to more intricate high-frequency signals like Wireless Fidelity (Wi-Fi) IEEE 802.11az, 5G New Radio (NR), and 6G. Moreover, another contribution is the conception of a novel timing mechanism and synchronization protocol grounded in tunable quantum photonic oscillators. In general, our primary focus is to facilitate precise indoor localization, where conventional GPS signals are notably absent. To showcase the significance of this innovation, we present two vital use cases at the forefront: drone localization and metaverse user positioning.
In the context of indoor drone localization, the spectrum of applications ranges from recreational enthusiasts to critical missions requiring pinpoint accuracy. At the hobbyist level, drones can autonomously navigate intricate indoor courses, enriching the recreational experience. As a finer illustration of a hobbyist application, consider the case of ``follow me drones". These specialized drones are tailored for indoor photography and videography, demanding an exceptionally accurate autonomous flight capability. This precision is essential to ensure the drone can consistently track and capture its designated subject, even as it moves within the confined indoor environment. Moving on from hobby use cases, the technology extends its profound impact to more crucial scenarios, such as search and rescue operations within confined spaces. The ability of drones to localize with high precision enhances their autonomy, allowing them to maneuver seamlessly, even in environments where human intervention proves challenging. Furthermore, the technology holds the potential to revolutionize the metaverse.
Within the metaverse, where augmented and virtual realities converge, the importance of high-accuracy localization is amplified. Immersive experiences like Augmented/Virtual/Mixed Reality (AR/VR/MR) gaming rely heavily on precise user positioning to create seamless interactions between digital and physical environments. In entertainment, this innovation sparks innovation in narrative design, enhancing user engagement by aligning virtual elements with real-world surroundings. Beyond entertainment, applications extend to areas like telemedicine, enabling remote medical procedures with virtual guidance that matches physical reality.
In light of all these examples, the imperative for an advanced high-accuracy localization system has become increasingly pronounced. The core objective of this dissertation is to address this pressing need by engineering systems endowed with exceptional precision in localization. Among the array of potential techniques suitable for GPS-absent scenarios, we have elected to focus on ranging-based methods. Specifically, our methodologies are built upon the fundamental principles of time of arrival, time difference of arrival, and time of flight measurements. In essence, each of our devised systems harnesses the capabilities of beacons such as ultrasound acoustic sensors, 5G femtocells, or Wi-Fi access points, which function as the pivotal positioning nodes. Through the application of trilateration techniques, based on the calculated distances between these positioning nodes and the integrated sensors on the drone or metaverse user side, we facilitate robust three-dimensional localization. This strategic approach empowers us to realize our ambition of creating localization systems that not only compensate for the absence of GPS signals but also deliver unparalleled accuracy and reliability in complex and dynamic indoor environments.
A significant challenge that we confronted during our research pertained to the disparity in z-axis localization performance compared to that of the x-y plane. This nuanced yet pivotal concern often remains overlooked in much of the prevailing state-of-the-art literature, which predominantly emphasizes two-dimensional localization methodologies. Given the demanding context of our work, where drones and metaverse users navigate dynamically across all three dimensions, the imperative for three-dimensional localization became evident. To address this, we embarked on a comprehensive analysis, encompassing mathematical derivations of error bounds for our proposed localization systems. Our investigations unveiled that localization errors trace their origins to two distinct sources: errors induced by ranging-based factors and errors stemming from geometric considerations.
The former category is chiefly influenced by factors encompassing the quality of measurement devices, channel quality in which the signal communication between the sensor on the user and the positioning nodes takes place, environmental noise, multipath interference, and more. In contrast, the latter category, involving geometry-induced errors, arises primarily from the spatial configuration of the positioning nodes relative to the user. Throughout our journey, we dedicated efforts to mitigate both sources of error, ensuring the robustness of our system against diverse error origins. Our approach entails a two-fold strategy for each proposed localization system. Firstly, we introduce innovative techniques such as Frequency-Hopping Spread Spectrum (FHSS) and Frequency-Hopping Code Division Multiple Access (FH-CDMA) and incorporate devices such as Reconfigurable Intelligent Surfaces (RIS) and photonic oscillators to fortify the system against errors stemming from ranging-related factors. Secondly, we devised novel evolutionary-based optimization algorithms, adept at addressing the complex NP-Hard challenge of optimal positioning node placement. This strategic placement mitigates the impact of geometry-induced errors on localization accuracy across the entire environmental space.
By meticulously addressing both these sources of error, our localization systems stand as a testament to comprehensive robustness and accuracy. Our methodologies not only extend the frontiers of three-dimensional localization but also equip the systems to navigate the intricacies of indoor environments with precision and reliability, effectively fulfilling the evolving demands of drone navigation and metaverse user interaction. / Doctor of Philosophy / In this dissertation, we first explore some promising substitutes for the Global Positioning System (GPS) for the autonomous navigation of drones and metaverse user positioning in indoor spaces. Then, we will make the scope of research more comprehensive and try to explore substitutes to GPS for autonomous navigation of drones in general, both in indoor environments and outdoors. For the first part, we make our small indoor GPS. Similar to GPS, in our system, a receiver onboard the drone or the metaverse user can receive signals from our small semi-satellites in the room, and with that, it can localize itself. The idea is very similar to how the well-known GPS works, with some modifications. Unlike the GPS, we are using acoustic ultrasound signals or some RF signal based on 5G or Wi-Fi for transmission. Also, we have more freedom compared to GPS because, in GPS, they have to transmit signals from far ahead distances, whereas, in our scenario, it is just a room in which we put all of our semi-satellite transmitters. Moreover, we can put them anywhere we want in the room. This is, in fact important, because the positions of these semi-satellites have a huge effect on the accuracy of our system. Also, we can decide how many of them we need to cover every point in the room and not have any blind spots. We propose our novel techniques for finding the optimal placement to improve localization accuracy. In GPS, they propose a technique that is suitable for the case of those satellites and their distance to the targets. Similarly, we offer our novel techniques to have a robust transmission against noise and other factors and guarantee a localization scheme with high accuracy. All being said, our proposed system for indoor localization of drones and metaverse users in three dimensions has considered all the possible sources of error and proposed solutions to conquer them; hence a robust system with high accuracy in three-dimensional space.
|
24 |
Virtual Realities for Remote Working : Exploring employee's attitudes toward the use of Metaverse for remote workingKarlsson, Lina, Shamoun, Micaela January 2022 (has links)
Introduction: Ever since the transition to digital ways of working startedspreading across organizations and industries in the late 1970s, remoteworking has been a topic of interest. With the development of information andcommunications technology, virtual realities are now receiving more attentionwith a broader view of potential application areas. The application of virtualrealities is expanding. Hence, the concept of Metaverse has received a greatdeal of attention. Metaverse is a virtual reality idea where people create avatarsthat exist in a three-dimensional virtual world. While the use of virtual realitiesis expanding on new ways of working, users’ attitudes toward thesetechnological developments are important to consider as it can either increasethe benefits of working from home or highlight the negative aspects evenmore. Purpose: The purpose of this thesis is to explore the attitudes towards the useof virtual realities for remote working in the case of employees withinorganizations in Sweden. The aim is to further provide an understanding as towhat organizations need to consider following the increased use of virtualrealities. Research Questions: What are the attitudes of employees towards the use ofvirtual realities for remote working? How can organizations adapt to theimplementation of virtual realities for remote working to continuously ensurea positive work environment for its employees? Methodology: In order to reach the purpose of this study and answer theresearch questions, a qualitative research approach was deemed appropriatefor this study to understand the “what” and “how” aspects of the use of virtualrealities for remote work. Semi-structured interviews were chosen as the datacollection method where the respondents were employees within organizationsin Sweden. Conclusion: The key takeaways are that attitudes toward virtual realities forremote working are complex. The main themes discussed around remoteworking were control and freedom to decide over one’s work and the loss ofcomradery with colleagues and social isolation. New technology, such asMetaverse, has to ensure it continues providing employees with control overtheir work but solves the issues of social isolation while still not eliminatingphysical interactions between colleagues completely. Management has todeeply consider the needs of the individual employee before implementingnew technology, gathering an understanding of what is expected and neededby their specific employees to better ensure successful implementation.
|
25 |
Sensemaking & Decision Making in Uncertainty : A case study on how tech leaders´ navigate the MetaverseWåhlström, Delphie, Sun, Tony January 2022 (has links)
The Metaverse constitutes a unique and radical business field that decision-makers try to make sense of and make decisions in without knowing what it will become, or even if it will exist in the near future. This situation lays the foundation for investigating sensemaking and decision making in a present-day, fast-moving, and highly uncertain environment. This thesis investigates howdecision-makers have gone about making sense of the Metaverse and how those learnings are used when making decisions therein. A qualitative case study was conducted through field observations and semi-structured interviews with eight influential tech leaders. Our findings indicate that sensemaking is an integral part of decision-making and is performed through enacting, bracketing and retaining experiences through interacting with others. Furthermore, when making decisions in the Metaverse, our respondents pointed towards initially learning, experimenting, and tweaking decisions to make more thought through and goal-oriented choices as they become more knowledgeable. We conclude that decision-makers gain more knowledge and make better decisions by initially engaging in an effectuation approach to strategy. As a result, the study contributes knowledge to the literature on sensemaking and decision making under uncertainty, how decision-makers act regarding the Metaverse, and why some might be better at navigating a business in uncertainty.
|
26 |
Musical XR & Spatial Audio: Developing Virtual Environments for Research in Music Composition and PerformanceTomasetti, Matteo 13 December 2024 (has links)
This thesis explores the convergence of spatial audio and Extended Reality (XR) technologies to advance the field of music composition and performance. It addresses fundamental gaps in the understanding and application of these technologies in creating immersive musical experiences. The research focuses on the development and evaluation of several innovative virtual environments that facilitate new approaches to musical interaction and expression.
Key contributions of this work include the development of single-user and multi-user virtual environments that integrate spatial audio techniques, primarily focusing on Ambisonics and binaural audio, along with various gesture-based techniques. These environments equip musicians and composers with novel tools for sound exploration. The thesis also offers an in-depth analysis of user interaction within these environments, employing both quantitative and qualitative research methods to evaluate the impact of these technologies on musical creativity and performance. Furthermore, the creation and dissemination of open-source software and Virtual Reality systems and interfaces, along with their open-source code, encourage broader experimentation and development within the musical XR field.
Through a blend of experimental studies, system developments, and review analysis, this work not only proposes new design guidelines and enhances the use of spatial audio in the various fields proposed, but also provides practical systems, interfaces, and tools for musicians, composers, sound designers, sound engineers, performers, and researchers. These efforts have been documented in eleven peer-reviewed publications in top-tier journals and presented at high-level international conferences, highlighting the practical relevance and academic contribution of this thesis.
|
27 |
OMNICHANNEL CUSTOMER EXPERIENCE IN TOURISM AND HOSPITALITY CONTEXTS: EXPERIENCE JOURNEY OF ONLINE AND OFFLINE TOURSLiu, Huimin, 0000-0003-0933-6371 08 1900 (has links)
The omnichannel customer experience in tourism and hospitality represents a dynamic journey that seamlessly integrates online and offline interactions for customers, reflecting an increasingly prevalent trend in the digital era. However, previous literature has yet to explore this rising phenomenon comprehensively within tourism and hospitality. This dissertation aims to fill this research gap through a three-study mixed-methods research design. Study 1 adopted a netnographic approach to qualitatively investigate the characteristics of the omnichannel customer experience in tourism and hospitality. The findings revealed that sequences of the omnichannel customer experience journey can vary (online → offline or offline → online). Different levels of consistency in omnichannel customer experience cater to varying customer needs. The online tours can serve five roles: offline tour substitution, offline tour planning, offline tour promoting, offline tour recalling, and offline tour complementing. Study 2 employed a propensity score matching approach and causal tree analysis to explore the impact of launching online tours in addition to offline experiences on customer satisfaction. The findings indicated that launching an online virtual tour in addition to the offline experience significantly increases customer satisfaction regarding advertising accuracy. Study 3 adopted an experimental approach to examine how omnichannel customer experience consistency affects customer satisfaction, revisit intention and recommendation intention, and to explore the moderating role of novelty seeking. The findings demonstrated that consistent omnichannel customer experience leads to more positive customer satisfaction, revisit intention, and recommendation intention towards online tours and omnichannel tours. When omnichannel customer experience consistency is low, individuals with high novelty-seeking motivation exhibit higher customer satisfaction, revisit intention, and recommendation intention towards offline tours compared to those with low novelty-seeking motivation and those experiencing highly consistent omnichannel customer experience. This dissertation provides valuable insights into the evolving omnichannel landscape of tourism and hospitality, shedding light on the nature and impact of the omnichannel customer experience journey. / Tourism and Sport
|
28 |
EXTENSÃO VIRTUAL DO MUNDO REAL: INTEGRAÇÃO SEMÂNTICA E INFERÊNCIAMertins, Luciano Edson 25 March 2011 (has links)
Made available in DSpace on 2016-03-22T17:26:43Z (GMT). No. of bitstreams: 1
luc mertins.pdf: 2775714 bytes, checksum: 47026d2266864071d5f4551ef153a2fb (MD5)
Previous issue date: 2011-03-25 / This paper presents a model for the extension of the real world through 3D Virtual
Worlds system that ensures semantic integration and the ability to infer new information,
using a common platform aggregating the Knowledge Base, reasoners for operate it open
standards and interfaces for connections to the most diverse systems. It's motivation stems
from the increasing use of 3D Virtual Worlds systems, 3D games that mix with the approach
of social networks, and the lack of these systems in relation to the ability to semantically
understand what happens to their avatars and users. This lack of semantics goes against the
intended for the Internet evolution and considered beneficial by this author. This motivated
this work to understand these technologies and build a prototype that adds to the 3D virtual
world the ability to notify its users with information that is not manually provided to the
Knowledge Base, but inferred from it, using data from the most elementary level / Este trabalho apresenta um modelo para a extensão do Mundo Real através de sistemas
de Mundos Virtuais 3D que garante a integração semântica e a capacidade de inferir novas
informações, utilizando-se de uma plataforma comum que agrega a Base de Conhecimento,
raciocinadores capacitados a operá-la e interfaces de padrões abertos para conexões com os
mais diversos sistemas. Sua motivação origina-se no uso crescente dos sistemas de Mundos
Virtuais 3D, que mesclam jogos 3D com a abordagem das redes sociais, e na carência destes
sistemas em relação à capacidade de compreender semanticamente o que ocorre com seus
avatares e usuários. Esta ausência de capacidade semântica vai na contramão da evolução
pretendida para a Internet e considerada benéfica por este autor, o quê motivou este trabalho a
compreender estas tecnologias e construir um protótipo que agrega ao Mundo Virtual 3D a
capacidade de notificar seus usuários com informações que não foram manualmente
fornecidas a Base de Conhecimento, mas inferidas da mesma, através de dados de nível mais
elementar
|
29 |
Proposta de formação continuada para docentes da educação superior no metaverso second lifeMaria, Sandra Andrea Assumpção January 2012 (has links)
A presente dissertação teve por objetivo construir uma proposta de formação continuada, na modalidade a distância, para docentes da educação superior no Metaverso Second Life. Desta forma, buscou investigar como o Metaverso Second Life poderia contribuir para a construção desta proposta. Primeiramente, realizou-se uma revisão de literatura sobre as temáticas a fim de identificar publicações na área e a situação atual em que se encontra a pesquisa. A partir disso, construiu-se o referencial teórico, abrangendo as temáticas da docência na educação superior e, sobre o Metaverso Second Life. Logo, para o desenvolvimento dessa pesquisa, optou-se pela metodologia de estudo de caso, por compreender que o mesmo é flexível, pois enfatiza a exploração e a descrição considerando o contexto em que os fatos ocorrem. Para isso, a investigação caracterizou-se pela implementação de três etapas, a saber: a realização de observações de atividades no Metaverso Second Life, entrevistas com os sujeitos da pesquisa e os resultados obtidos a partir do desenvolvimento de um curso piloto. Além disso, foi construído um Objeto de Aprendizagem, denominado EduVirtua, com o intuito de reunir subsídios sobre os temas e favorecer apoio pedagógico ao contexto do curso piloto e da proposta de formação docente. Com o apoio do Objeto de Aprendizagem EduVirtua, realizou-se um curso piloto, intitulado Capacitação Docente: o Uso dos Mundos Digitais Virtuais no contexto da Educação Superior. Este teve como público docentes em exercício na educação superior, Pós-Graduação ou vinculados a programas de Pós- Graduação Lato Sensu e/ou Stricto Sensu. Neste curso piloto teve-se o propósito de discutir sobre a preparação didático-pedagógica para atuar na educação superior e identificar possibilidades educacionais a partir da utilização do Metaverso Second Life, configurando-se assim, como um estudo de caso. Os dados foram analisados tendo como base a metodologia de Análise de Conteúdo, o que possibilitou a definição de três categorias de análise, a saber: (I) Preparação didático-pedagógica para o exercício na educação superior; (II) Metaverso Second Life; e (III) Estratégias didático-pedagógicas. Por fim, o resultado das análises das categorias apontaram para a importância da preparação didático-pedagógica do docente, independente da área de atuação. Além disso, foram elucidadas as dificuldades iniciais de uso do Metaverso Second Life, principalmente pela questão técnica. Contudo, ressaltou-se que as possibilidades educacionais são inúmeras e significativas para o processo de formação continuada. Por sua vez, as estratégias didático-pedagógicas apresentamse como potencializadoras para a prática pedagógica. Logo, foi possibilitada a construção da proposta de formação docente, pois acredita-se que para a efetivação da mesma tornou-se necessário explorar a tecnologia de maneira a conhecê-la com profundidade para compreender como utilizá-la educacionalmente. / This present dissertation had as the main goal to build a proposal of continuing education in a distance mode for higher education teachers in the Second Life Metaverse. So, it was sought to investigate how the Second Life Metaverse can contribute for the construction of this proposal. First, it was held a literature review of the themes to identify publications in this field and the research current situation. From this it was built the theoretical that covers the teachers’ themes in the higher education and about the Second Life Metaverse. For this research development it was opted for the methodology of study case because it is flexible and emphasizes the exploration and the description taking into account the context where the events occur. In this matter the research was characterized for the implementation of three steps: the realization of activities’ observation in the Second Life Metaverse, interviews with the research subjects, and the results obtained by the development of a pilot course. In addition, it was built a learning object called EduVirtua, in order to gather input on issues and facilitate educational support to the context of the proposed pilot course and teacher training. With the support of the learning object EduVirtua a pilot course entitled “Teacher Training: The Use of Digital Virtual Worlds in the context of higher education” was held. This targeted practicing teachers in higher education, graduate or linked to graduated programs Lato Sensu Graduate and / or proper. In this pilot course the objective was to discuss about the didacticpedagogic preparation to function in the higher education and identify educational opportunities from the use of Second Life Metaverse, becoming so a case study. The data was analyzed based on the methodology of content analysis, which enabled the definition of three analysis categories: (I) Preparation didactic and pedagogic for the exercise in Higher Education; (II) Second Life Metaverse; and (III) Didactic- Pedagogic strategies. Finally, the test results of the categories pointed to the importance of the didactic-pedagogic preparation of teachers, regardless of the area. Moreover, it was elucidated the initial difficulties of using Second Life Metaverse, manly by the technical matter. However, it was stressed that the educational possibilities are numerous and significant to the process of continuing education. In turn, the didactic-pedagogic strategies present themselves as empowering pedagogical practice. It was therefore made possible the construction of the proposed teacher training because it is believed that for its execution it became necessary to exploit the technology in order to know it in depth and understand how to use it educationally.
|
30 |
Proposta de formação continuada para docentes da educação superior no metaverso second lifeMaria, Sandra Andrea Assumpção January 2012 (has links)
A presente dissertação teve por objetivo construir uma proposta de formação continuada, na modalidade a distância, para docentes da educação superior no Metaverso Second Life. Desta forma, buscou investigar como o Metaverso Second Life poderia contribuir para a construção desta proposta. Primeiramente, realizou-se uma revisão de literatura sobre as temáticas a fim de identificar publicações na área e a situação atual em que se encontra a pesquisa. A partir disso, construiu-se o referencial teórico, abrangendo as temáticas da docência na educação superior e, sobre o Metaverso Second Life. Logo, para o desenvolvimento dessa pesquisa, optou-se pela metodologia de estudo de caso, por compreender que o mesmo é flexível, pois enfatiza a exploração e a descrição considerando o contexto em que os fatos ocorrem. Para isso, a investigação caracterizou-se pela implementação de três etapas, a saber: a realização de observações de atividades no Metaverso Second Life, entrevistas com os sujeitos da pesquisa e os resultados obtidos a partir do desenvolvimento de um curso piloto. Além disso, foi construído um Objeto de Aprendizagem, denominado EduVirtua, com o intuito de reunir subsídios sobre os temas e favorecer apoio pedagógico ao contexto do curso piloto e da proposta de formação docente. Com o apoio do Objeto de Aprendizagem EduVirtua, realizou-se um curso piloto, intitulado Capacitação Docente: o Uso dos Mundos Digitais Virtuais no contexto da Educação Superior. Este teve como público docentes em exercício na educação superior, Pós-Graduação ou vinculados a programas de Pós- Graduação Lato Sensu e/ou Stricto Sensu. Neste curso piloto teve-se o propósito de discutir sobre a preparação didático-pedagógica para atuar na educação superior e identificar possibilidades educacionais a partir da utilização do Metaverso Second Life, configurando-se assim, como um estudo de caso. Os dados foram analisados tendo como base a metodologia de Análise de Conteúdo, o que possibilitou a definição de três categorias de análise, a saber: (I) Preparação didático-pedagógica para o exercício na educação superior; (II) Metaverso Second Life; e (III) Estratégias didático-pedagógicas. Por fim, o resultado das análises das categorias apontaram para a importância da preparação didático-pedagógica do docente, independente da área de atuação. Além disso, foram elucidadas as dificuldades iniciais de uso do Metaverso Second Life, principalmente pela questão técnica. Contudo, ressaltou-se que as possibilidades educacionais são inúmeras e significativas para o processo de formação continuada. Por sua vez, as estratégias didático-pedagógicas apresentamse como potencializadoras para a prática pedagógica. Logo, foi possibilitada a construção da proposta de formação docente, pois acredita-se que para a efetivação da mesma tornou-se necessário explorar a tecnologia de maneira a conhecê-la com profundidade para compreender como utilizá-la educacionalmente. / This present dissertation had as the main goal to build a proposal of continuing education in a distance mode for higher education teachers in the Second Life Metaverse. So, it was sought to investigate how the Second Life Metaverse can contribute for the construction of this proposal. First, it was held a literature review of the themes to identify publications in this field and the research current situation. From this it was built the theoretical that covers the teachers’ themes in the higher education and about the Second Life Metaverse. For this research development it was opted for the methodology of study case because it is flexible and emphasizes the exploration and the description taking into account the context where the events occur. In this matter the research was characterized for the implementation of three steps: the realization of activities’ observation in the Second Life Metaverse, interviews with the research subjects, and the results obtained by the development of a pilot course. In addition, it was built a learning object called EduVirtua, in order to gather input on issues and facilitate educational support to the context of the proposed pilot course and teacher training. With the support of the learning object EduVirtua a pilot course entitled “Teacher Training: The Use of Digital Virtual Worlds in the context of higher education” was held. This targeted practicing teachers in higher education, graduate or linked to graduated programs Lato Sensu Graduate and / or proper. In this pilot course the objective was to discuss about the didacticpedagogic preparation to function in the higher education and identify educational opportunities from the use of Second Life Metaverse, becoming so a case study. The data was analyzed based on the methodology of content analysis, which enabled the definition of three analysis categories: (I) Preparation didactic and pedagogic for the exercise in Higher Education; (II) Second Life Metaverse; and (III) Didactic- Pedagogic strategies. Finally, the test results of the categories pointed to the importance of the didactic-pedagogic preparation of teachers, regardless of the area. Moreover, it was elucidated the initial difficulties of using Second Life Metaverse, manly by the technical matter. However, it was stressed that the educational possibilities are numerous and significant to the process of continuing education. In turn, the didactic-pedagogic strategies present themselves as empowering pedagogical practice. It was therefore made possible the construction of the proposed teacher training because it is believed that for its execution it became necessary to exploit the technology in order to know it in depth and understand how to use it educationally.
|
Page generated in 0.0621 seconds