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Este artigo apresenta uma pesquisa sobre o uso da gamificação na disciplina de Jogos Eletrônicos na Educação em um curso de Licenciatura em Ciências da Computação no IFBAIANO, Campus Senhor do Bonfim. A investigação foi conduzida em duas abordagens distintas. A primeira abordagem, a gamificação foi aplicada ao longo de toda a disciplina e a segunda abordagem a gamificação foi utilizada em aulas específicas. O objetivo principal da pesquisa foi analisar as vantagens de cada abordagem e tecer considerações com base em autores da área de gamificação na educação, além de examinar como essas estratégias se adaptaram a contextos distintos. Nessa pesquisa foi evidenciada a efetividade dessa abordagem pedagógica em um curso de licenciatura em ciências da computação. Tanto a aplicação contínua da gamificação quanto a sua adoção em partes da matéria apresentaram vantagens distintas para o processo de ensino-aprendizagem, como: o aumento do engajamento dos alunos, a melhoria na aprendizagem e retenção de conhecimentos, a promoção da colaboração e interação, a motivação dos alunos e a possibilidade de transferência para outros contextos educacionais são fatores que evidenciam o potencial positivo da gamificação na educação, podendo auxiliar educadores a enriquecer suas práticas pedagógicas e tornar o processo de aprendizagem mais estimulante e eficiente.
This article presents research on the use of gamification in the Electronic Games in Education discipline in a Computer Science Degree course at IFBAIANO, Campus Senhor do Bonfim. The investigation was conducted using two distinct approaches. The first approach, gamification, was applied throughout the subject and the second approach, gamification, was used in specific classes. The main objective of the research was to analyze the advantages of each approach and make considerations based on authors in the area of gamification in education, in addition to examining how these strategies were adapted to different contexts. This research demonstrated the effectiveness of this pedagogical approach in a computer science degree course. Both the continuous application of gamification and its adoption in parts of the subject presented distinct advantages for the teaching-learning process, such as: increasing student engagement, improving learning and knowledge retention, promoting collaboration and interaction, Student motivation and the possibility of transfer to other educational contexts are factors that highlight the positive potential of gamification in education, which can help educators enrich their pedagogical practices and make the learning process more stimulating and efficient.
This article presents research on the use of gamification in the Electronic Games in Education discipline in a Computer Science Degree course at IFBAIANO, Campus Senhor do Bonfim. The investigation was conducted using two distinct approaches. The first approach, gamification, was applied throughout the subject and the second approach, gamification, was used in specific classes. The main objective of the research was to analyze the advantages of each approach and make considerations based on authors in the area of gamification in education, in addition to examining how these strategies were adapted to different contexts. This research demonstrated the effectiveness of this pedagogical approach in a computer science degree course. Both the continuous application of gamification and its adoption in parts of the subject presented distinct advantages for the teaching-learning process, such as: increasing student engagement, improving learning and knowledge retention, promoting collaboration and interaction, Student motivation and the possibility of transfer to other educational contexts are factors that highlight the positive potential of gamification in education, which can help educators enrich their pedagogical practices and make the learning process more stimulating and efficient.
Description
Keywords
Gamificação Educação Metodologias ativas Gamification Education Active methodologies
Pedagogical Context
Citation
Nery Filho, Jesse - Gamificação na educação: ensino de metodologias ativas no curso de Licenciatura em Ciências da Computação. RE@D – Revista de Educação a Distância e eLearning" [Em linha]. ISSN 2182-4967. Vol. 7, nº 2 (julho-dez. 2024)
Publisher
Universidade Aberta. LE@D