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Abstract(s)
O nosso projecto de doutoramento propôs a implementação de Gamificação numa Rede
Social Académica (SOL) de uma Universidade Virtual. Gamificação é definida como o uso
de elementos derivados dos jogos em contextos que não são jogos com o intuito de
promover a motivação, participação dos utilizadores em vários tipos de atividades.
Fazendo uso de Gamificação e adaptando-a ao nosso contexto, quisemos verificar de que
forma a sua implementação influenciava a Interação, Colaboração, Cooperação e
Aprendizagem Social no espaço da SOL. Para isso usámos uma Metodologia de Design
Based Research numa configuração de Métodos Mistos. O trabalho foi efetuado no
enquadramento do paradigma Web 2.0 e olhando para teorias de aprendizagem
nomeadamente o Conetivismo e o Modelo da Comunidade de Investigação (CoI).
Identificámos como foco de análise as formas sociais para a aprendizagem. Definimos
Gamificação como o uso de Elementos derivados dos Jogos em contextos que não são
jogos, definição simples mas abrangente em linha com os autores mais citados. Como
moldura teórica de suporte ao uso de Gamificação, foram abordadas teorias de aceitação e
uso de sistemas de informação, da motivação e de interação homem-máquina. Na nossa
revisão da literatura, descrevemos o uso de Gamificação em contexto educacional, tendo
por base diferentes tecnologias. Descrevemos ainda outros exemplos em áreas como o
Marketing ou a promoção de comportamentos saudáveis.
Começámos por recolher opiniões dos utilizadores da SOL, usando entrevistas semiestruturadas.
Os resultados, informaram na construção de um protótipo gamificado
construído com a ferramenta Elgg. Seguidamente efetuaram-se testes de usabilidade,
recolhendo dados da performance e das opiniões dos utilizadores e foi construída uma
nova Rede (SOL2). Depois da implementação foram enviados questionários aos
utilizadores e recolhidas estatísticas do uso. Os dados foram descritos, analisados e
discutidos, segundo uma ordem cronológica. Concluímos que o uso de Gamificação teve
um impacto positivo na Interação, Colaboração e Cooperação, Aprendizagem Social e nas
presenças identificadas pelo modelo CoI. Espera-se que o projeto possa servir de exemplo
para a construção de um Design Instrucional gamificado.
Our doctoral project proposed the implementation of Gamification in an Academic Social Network (SOL) in a Virtual University. Gamification is the use of the Elements derived from Games in non-game contexts, to promote the interaction, engagement and resilience of users, in several types of activities. We wanted to verify the way Gamification influences the Interaction, collaboration and cooperation, Social interaction and Social Learning, inside SOL. We used a Mixed-Methods approach and a Design Based Research methodology. We supported our project within the Web 2.0 paradigm, taking into account theories like Connectivism and the Community of Inquiry Framework (CoI). Narrowing the focus of analysis we used the Social Forms for Learning: Sets Nets and Groups. We defined the term Gamification opting for a simple definition, in line with most preeminent authors, although the term is still being discussed. Supporting the use of Gamification, we discussed theories of use and acceptance of technology, motivation and Human Computer Interaction. We show examples where Gamification is already being used in Education from small courses to postgraduate studies, using diverse technologies and some examples in other areas like Marketing or promotion of healthy behaviours. We started by collecting opinions of users of the Social Network, using semistructured interviews. The results from coding, informed on the construction of a gamified prototype, made with Elgg. Then Usability tests were conducted and the data helped refine the subsequent implementation. A questionnaire was deployed and all data from the different phases were gathered, arranged, presented and discussed. We then answered our questions. We saw that the implemention have had positive impact on the interaction, collaboration and cooperation, social presence and social learning, and on the three presences of CoI. Gamification as a research field is still maturing but we showed that it can be used for Elearning in Higher Education to promote interaction and help the support the Education process. We propose that the work will help on the construction of an Instructional Gamification Design.
Our doctoral project proposed the implementation of Gamification in an Academic Social Network (SOL) in a Virtual University. Gamification is the use of the Elements derived from Games in non-game contexts, to promote the interaction, engagement and resilience of users, in several types of activities. We wanted to verify the way Gamification influences the Interaction, collaboration and cooperation, Social interaction and Social Learning, inside SOL. We used a Mixed-Methods approach and a Design Based Research methodology. We supported our project within the Web 2.0 paradigm, taking into account theories like Connectivism and the Community of Inquiry Framework (CoI). Narrowing the focus of analysis we used the Social Forms for Learning: Sets Nets and Groups. We defined the term Gamification opting for a simple definition, in line with most preeminent authors, although the term is still being discussed. Supporting the use of Gamification, we discussed theories of use and acceptance of technology, motivation and Human Computer Interaction. We show examples where Gamification is already being used in Education from small courses to postgraduate studies, using diverse technologies and some examples in other areas like Marketing or promotion of healthy behaviours. We started by collecting opinions of users of the Social Network, using semistructured interviews. The results from coding, informed on the construction of a gamified prototype, made with Elgg. Then Usability tests were conducted and the data helped refine the subsequent implementation. A questionnaire was deployed and all data from the different phases were gathered, arranged, presented and discussed. We then answered our questions. We saw that the implemention have had positive impact on the interaction, collaboration and cooperation, social presence and social learning, and on the three presences of CoI. Gamification as a research field is still maturing but we showed that it can be used for Elearning in Higher Education to promote interaction and help the support the Education process. We propose that the work will help on the construction of an Instructional Gamification Design.
Description
Keywords
Universidade Aberta Rede SOL Gamificação Redes sociais Design-based research Elgg Ensino a distância Elearning Educação Gamification Social networks and plattforms Community of inquiry
Citation
Saraiva, Fernando - Gamificação numa rede social duma universidade virtual [Em linha]: o caso da Rede SOL. [S.l.]: [s.n.], 2917. 2 vols.