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Advisor(s)
Abstract(s)
Investigações sobre gamificação e sobre o uso de jogos para a aprendizagem
têm ocupado alguns espaços no universo acadêmico-científico, sobretudo nos
âmbitos de pesquisa em educação. Contudo, dado o caráter multidisciplinar
desses assuntos, é de se esperar que certos temas e elementos permaneçam
ausentes ou pouco presentes nas investigações feitas até mesmo em escala
global. Exemplo disso é o objeto de estudo deste trabalho: o subgênero de jogos
chamado metroidvania. Composto de várias características combinadas que,
juntas, tornam-no único – como o foco em exploração, o sistema de progressão
de personagem, os mecanismos de bloqueio e desbloqueio de itens e locais, a
customização da experiência de jogar, a construção contínua do mapa do jogo,
entre outras –, esse subgênero, seus vários potenciais e elementos constituintes
permanecem inexplorados nos campos da gamificação e da própria educação
em si. Enquanto várias características de jogos – como medalhas, pontos e
rankings – já foram exaustivamente utilizados nessas áreas, o uso de jogos
metroidvania, ou sequer a sua menção, ainda constitui uma lacuna de
investigação, tendo pouquíssima representação. Desse modo, este trabalho
visou preencher parte dessa lacuna: com o objetivo de analisar esses jogos e
desenvolver um modelo pedagógico baseado nas suas características, utilizouse os preceitos da Design Science Research para criar tal artefato e avaliá-lo em
contextos de e-learning. O modelo pedagógico desenvolvido e testado, bem
como toda a análise e conhecimento gerados aqui, constituem resultados deste
trabalho a fim de contribuir com a investigação nessa área ainda tão pouco
explorada.
Investigations into gamification and into the use of games for learning have occupied some spaces in the academic-scientific universe, especially in the areas like research in education. However, given the multidisciplinary character of these subjects, it is to be expected that certain themes and elements remain absent or not well represented in investigations carried out even on a global scale. An example of this is the object of study of this work: the subgenre of games called metroidvania. Composed of several features combined that together make it unique – such as the focus on exploration, the character progression system, the mechanics of locking and unlocking items and locations, the customization of the playing experience, the continuous construction of the map game, among others – this subgenre, its various potentials and constituent elements remain unexplored in the fields of gamification and education itself. While several game features – such as medals, points and rankings – have already been extensively used in these areas, the use of metroidvania games, or even mentioning them, still constitutes a research gap, with very little representation. Thus, this work aimed to fill part of this gap: with the aim of analyzing these games and developing a pedagogical model based on their characteristics, the precepts of Design Science Research were used to create such an artifact and evaluate it in e-learning contexts. The pedagogical model developed and tested, as well as all the analysis and knowledge generated here, are results of this work in order to contribute to research in this area that is still so scarcely explored.
Investigations into gamification and into the use of games for learning have occupied some spaces in the academic-scientific universe, especially in the areas like research in education. However, given the multidisciplinary character of these subjects, it is to be expected that certain themes and elements remain absent or not well represented in investigations carried out even on a global scale. An example of this is the object of study of this work: the subgenre of games called metroidvania. Composed of several features combined that together make it unique – such as the focus on exploration, the character progression system, the mechanics of locking and unlocking items and locations, the customization of the playing experience, the continuous construction of the map game, among others – this subgenre, its various potentials and constituent elements remain unexplored in the fields of gamification and education itself. While several game features – such as medals, points and rankings – have already been extensively used in these areas, the use of metroidvania games, or even mentioning them, still constitutes a research gap, with very little representation. Thus, this work aimed to fill part of this gap: with the aim of analyzing these games and developing a pedagogical model based on their characteristics, the precepts of Design Science Research were used to create such an artifact and evaluate it in e-learning contexts. The pedagogical model developed and tested, as well as all the analysis and knowledge generated here, are results of this work in order to contribute to research in this area that is still so scarcely explored.
Description
Keywords
Metroidvania Modelos pedagógicos Aprendizagem Jogos digitais Gamificação Elearning Pedagogical model Digital game-based Learning Gamification
Citation
Garcia, Jardel - Desenvolvimento e avaliação de modelo pedagógico baseado em jogos metroidvania [Em linha]. [S.l.]: [s.n.], 2023. 177 p.