UCL GO: um estudo qualitativo de uma plataforma gamificada adotada como prática em disciplinas do ensino superior

This work aims to assess the efficiency and impact of the UCL GO gamification tool applied to higher education. The research has two primary areas, games in education and gamification. Among the several references of this work we can highlight the main ones like Huizinga (2000), Fadel et al (2014),...

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Detalhes bibliográficos
Autor: Quiroz, Victor Bruno Alexander Rosetti de
Formato: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2019
País:Brasil
Recursos:Pontifícia Universidade Católica de São Paulo (PUC-SP)
Repositorio:Repositório Institucional da PUC_SP
Idioma:portugués
OAI Identifier:oai:repositorio.pucsp.br:handle/22473
Acesso em linha:https://tede2.pucsp.br/handle/handle/22473
Access Level:acceso abierto
Palavra-chave:Gamificação
Jogos digitais
Jogos na educação
Game design
Gamification
Video games
Games in education
CNPQ::ENGENHARIAS
Descrição
Resumo:This work aims to assess the efficiency and impact of the UCL GO gamification tool applied to higher education. The research has two primary areas, games in education and gamification. Among the several references of this work we can highlight the main ones like Huizinga (2000), Fadel et al (2014), Pinheiro and Zaggia (2017). This work is a qualitative study with practical and participative activities, developed during a show of academic works. Through this methodology it was possible to conclude that the UCL GO gamification system is effective and can generate a great impact in higher education, it was also possible to define improvements for the system. I finish this work with a gamification system that allows higher education institutions to implement a more pleasant learning dynamic to students through UCL GO. The system used tools such as Django, Python language, Unity 3D graphics engine and C # language for its development