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Previous issue date: 2015-12-14 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / This thesis, associated to the Graduate Program in Education at the Pontif?cia Universidade Cat?lica do Rio Grande do Sul, in the line of research on Training, Policies and Practices in Education, discusses the challenges of teachers? formation to work with cyberculture, where the school and university system preserves outdated paradigmatic heritages. Moreover, new meanings aimed at the complete education of the student are necessary. Our guiding question is as follows: what are the relations between the development of educational gamified practices and the formation background of teachers in the Early Years of Elementary Education in a private school in Porto Alegre/RS? The objective was to investigate how the formation background of professors of Early Years (EY) of Elementary Education (EE) in a private school in Porto Alegre/RS implies the constitution of educational practices based on gamification, based on the proposal of a model of elements of digital games in gamified activities. The theoretical foundation consisted of the state of the knowledge, where the following authors highlighted: Tardif, L?vy, Huizinga, Santaella, Alves, Zabala and Arnau, and, Prensky. For the research methodology, we opted for a qualitative approach, using a case study. The data analysis was carry out using Textual Discourse Analysis, using the following data collection instruments: questionnaires, participant and non-participant observations, interviews and research journals. The research subjects were professors of EY in EE. The main results show that: (a) the initial formation rarely enables the professor to develop the competencies necessary for working with cyberculture; (b) the short-term continuing education courses do not provide the teacher with the necessary reflection and experiences; (c) the teachers that include gamification in their teaching practices do not always understand what they are doing; (d) the model proposed is promising, though the teachers that present the best results are those who have already had contact with Role-Playing Games and with gamification elements. The following issues remain to be discussed in future research: broadening the investigation to other environments and pursuing contributions of gaming to student learning. / Esta disserta??o, vinculada ao Programa de P?s-Gradua??o em Educa??o da Pontif?cia Universidade Cat?lica do Rio Grande do Sul, na linha de pesquisa Forma??o, Pol?ticas e Pr?ticas em Educa??o, problematizou os desafios de formar professores para atuarem na cibercultura, onde o sistema escolar e universit?rio conserva heran?as paradigm?ticas ultrapassadas, e que ressignifica??es voltadas ? forma??o integral do estudante se fazem necess?rias. Adotou-se como quest?o norteadora: como ocorrem as rela??es entre o desenvolvimento de pr?ticas pedag?gicas gamificadas e a constitui??o formativa de professores de Anos Iniciais do Ensino Fundamental de uma escola de ensino privado de Porto Alegre/RS? O objetivo foi investigar como a constitui??o formativa dos professores de Anos Iniciais (AI) do Ensino Fundamental (EF) de uma escola de ensino privado de Porto Alegre/RS implica a constitui??o de pr?ticas pedag?gicas a partir da gamifica??o, a partir de uma proposta de modelo de elementos de jogos digitais em atividades gamificadas. O referencial te?rico constituiu o estado de conhecimento, onde destacam-se os autores: Tardif, L?vy, Huizinga, Santaella, Alves, Zabala e Arnau, e, Prensky. Como metodologia de pesquisa optou-se pela abordagem de natureza qualitativa, do tipo estudo de caso. O m?todo de an?lise de dados foi a An?lise Textual Discursiva, sendo os instrumentos de coleta de dados: question?rio, observa??o participante e n?o participante, entrevistas e di?rios de pesquisa. Os sujeitos de pesquisa foram professores dos AI do EF. Os principais resultados alcan?ados mostram que: (a) a forma??o inicial pouco possibilita ao professor desenvolver as compet?ncias necess?rias para atua??o na cibercultura; (b) os cursos de Educa??o Continuada de curta dura??o n?o proporcionam ao docente a reflex?o e as experi?ncias necess?rias; (c) os professores que inserem a gamifica??o nas pr?ticas pedag?gicas nem sempre t?m o entendimento de que est?o o fazendo; (c) o modelo proposto ? promissor, por?m, os docentes que apresentaram melhores resultados s?o aqueles que j? haviam tido contato com jogos do tipo Role-Playing Games e com os elementos da gamifica??o. Fica em aberto para ser discutido em poss?veis trabalhos futuros: ampliar a investiga??o para outros cen?rios e buscar contribui??es da gamifica??o para aprendizagem dos alunos.
Identifer | oai:union.ndltd.org:IBICT/oai:tede2.pucrs.br:tede/6488 |
Date | 14 December 2015 |
Creators | Martins, Cristina |
Contributors | Giraffa, Lucia Maria Martins |
Publisher | Pontif?cia Universidade Cat?lica do Rio Grande do Sul, Programa de P?s-Gradua??o em Educa??o, PUCRS, Brasil, Faculdade de Educa??o |
Source Sets | IBICT Brazilian ETDs |
Language | Portuguese |
Detected Language | English |
Type | info:eu-repo/semantics/publishedVersion, info:eu-repo/semantics/masterThesis |
Format | application/pdf |
Source | reponame:Biblioteca Digital de Teses e Dissertações da PUC_RS, instname:Pontifícia Universidade Católica do Rio Grande do Sul, instacron:PUC_RS |
Rights | info:eu-repo/semantics/openAccess |
Relation | -8451285793228477937, 600, 600, 600, 600, -3459865808041894734, -240345818910352367, 2075167498588264571 |
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