CONTRIBUIÇÕES DO DESIGN EDUCACIONAL PARA PROCESSOS DE GAMIFICAÇÃO
The learning culture what define the network society makes it converge towards the construction of a new educational model, characterized for the diversity and plurality of individuals. New pedagogical approaches are needed in order to serve an increasingly eager audience for innovative and challeng...
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| Tipo de recurso: | tesis de maestría |
| Estado: | Versión publicada |
| Fecha de publicación: | 2022 |
| País: | Brasil |
| Institución: | Universidade Federal do Maranhão (UFMA) |
| Repositorio: | Biblioteca Digital de Teses e Dissertações da UFMA |
| Idioma: | portugués |
| OAI Identifier: | oai:tede2:tede/3779 |
| Acceso en línea: | https://tedebc.ufma.br/jspui/handle/tede/3779 |
| Access Level: | acceso abierto |
| Palabra clave: | Design educacional-instrucional; Atividade gamificada; Estratégias de aprendizagem; Tecnologias educacionais Educational-instructional design; Gamified activity; Learning strategies; Educational technologies Programação Visual |
| Sumario: | The learning culture what define the network society makes it converge towards the construction of a new educational model, characterized for the diversity and plurality of individuals. New pedagogical approaches are needed in order to serve an increasingly eager audience for innovative and challenging activities. In that focus, the concept of Gamification emerge as a pedagogical proposal, in order to reframe the traditional forms of educational relationships. However, teachers face challenges in how to structure such activities. Thus, the conceptual basis of Educational Design emerges to guide the planning and structuring of gamified activities, in order to enhance the learning processes, and encourage more effective student involvement. Thus, this research aims to analyze how educational design can help to structure gamification processes. Therefore, the methodology was based on applied research, with an exploratory/descriptive objective, of qualitative character, having the technical procedures as a bibliographic base. The scope of the research involved students from the Technical Course in Nursing of a vocational education institution of the city of São Luís-MA, having as field of application the discipline of Initiation to Study and Research. The gamified platforms were selected “Kahoot, Quizizz and Socrative” which were applied and allowed to perform, in light of the theoretical contribution, the analysis and synthesis of the results obtained. Like final research contribution, were created eight levels recommendations for structuring of gamified activity in perspective of Educational Design. |
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