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Abstract(s)
Este estudo traz reflexões acerca do ensino-aprendizagem de alunos através da gamificação no cenário educacional, sobretudo no que diz respeito à disseminação do conhecimento por meios eletrônicos. Nesse sentido, foi realizada uma pesquisa de abordagem qualitativa de cunho bibliográfico, baseada nas contribuições de diversos autores, cujas principais categorias de análise foram: Gamificação e Ensino Aprendizagem. O objetivo da pesquisa foi demonstrar uma análise dos aspectos positivos e negativos de ferramentas que proporcionam gamificação dentro do ambiente educacional. Sendo assim, percebe-se a necessidade de engajamento e motivação de práticas diferenciadas, mostrando as dificuldades dos alunos utilizando os recursos educacionais tradicionais se comparados com o uso de computadores, aparelhos celulares e a internet. Além disso, é abordada uma explanação sobre a demanda de repensar a forma de ensinar e aprender, o funcionamento das ferramentas nas plataformas do Nearpod e Kahoot, e a efetividade de ambas no contexto em diferentes situações. Pontuamos, ainda, que o Nearpod e Kahoot demonstraram bons resultados em relação à utilização para os fins propostos, e aspectos positivos no manuseio de ferramentas no cenário educacional. Desse modo, o presente estudo conseguiu averiguar informações relevantes em relação à didática com ferramentas que propiciam gamificação no contexto educacional.
This study offers reflections on the teaching-learning process of students through gamification in the educational scenario, especially regarding the dissemination of knowledge through electronic means. In this sense, qualitative research of a bibliographic nature was carried out, based on the contributions of various authors, whose main categories of analysis are Gamification and Teaching-Learning. The objective of the research is to demonstrate an analysis of the positive and negative aspects of tools that provide gamification within the educational environment. Thus, the need for engagement and motivation in differentiated practices is perceived, highlighting the difficulties students face using traditional educational resources compared to the use of computers, mobile phones, and the internet. Additionally, an explanation is given about the demand to rethink the way of teaching and learning, the functioning of tools on the Nearpod and Kahoot platforms, and the effectiveness of both in different situations. Furthermore, it is pointed out that Nearpod and Kahoot demonstrated good results in relation to their use for the proposed purposes, and positive aspects in handling tools in the educational scenario. This study was able to ascertain relevant information regarding the didactics of tools that provide gamification in the educational context.
This study offers reflections on the teaching-learning process of students through gamification in the educational scenario, especially regarding the dissemination of knowledge through electronic means. In this sense, qualitative research of a bibliographic nature was carried out, based on the contributions of various authors, whose main categories of analysis are Gamification and Teaching-Learning. The objective of the research is to demonstrate an analysis of the positive and negative aspects of tools that provide gamification within the educational environment. Thus, the need for engagement and motivation in differentiated practices is perceived, highlighting the difficulties students face using traditional educational resources compared to the use of computers, mobile phones, and the internet. Additionally, an explanation is given about the demand to rethink the way of teaching and learning, the functioning of tools on the Nearpod and Kahoot platforms, and the effectiveness of both in different situations. Furthermore, it is pointed out that Nearpod and Kahoot demonstrated good results in relation to their use for the proposed purposes, and positive aspects in handling tools in the educational scenario. This study was able to ascertain relevant information regarding the didactics of tools that provide gamification in the educational context.
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Keywords
Ensino-aprendizagem Gamificação Ferramentas tecnológicas Teaching-learning Gamification Technological tools
Citation
Publisher
Universidade Aberta. LE@D