Detalhes bibliográficos
Ano de defesa: |
2021 |
Autor(a) principal: |
Gonçalves, Angeles Velasco
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Orientador(a): |
Lauriti, Nádia Conceição
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Banca de defesa: |
Lauriti, Nádia Conceição
,
Terçariol, Adriana Aparecida de Lima
,
Constantino, Paulo Roberto Prado
,
Fusaro, Márcia do Carmo Filismino
,
Gitahy, Raquel Rosan Christino |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Nove de Julho
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Programa de Pós-Graduação: |
Programa de Mestrado em Gestão e Práticas Educacionais
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Departamento: |
Educação
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País: |
Brasil
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Palavras-chave em Espanhol: |
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Área do conhecimento CNPq: |
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Link de acesso: |
http://bibliotecatede.uninove.br/handle/tede/2818
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Resumo: |
It is presented as object of this research the application of Gamification in the teaching-learning processes of the students of the Technical in Administration course, in a State Technical School in the city of São Paulo. Some concerns that guided the construction of this investigation arose from this object: Could Gamification as a teaching-learning methodology promote better learning for students in the Administration Technician course? How could the game “Balancing the Balance”, created and developed by the researcher, as a methodology, help in the learning process of students in the Administration Technician course? The hypothesis worked in this research is that many young people and adults have great interaction with the universe of games and games in general, it is understood, therefore, that the use of Gamification aimed at technical education in Administration, would be an attractive path for classes more dynamic and updated, providing greater student engagement. For this reason, the use of this Active Methodology could bring a greater approximation to the student/teacher and student/student relationship, seeking results for the cognitive development of students. Based on the questions raised, the objective was to analyze how Gamification, as an Active Methodology, optimizes conditions for the learning process of students in the Administration Technician course. The following specific objectives were listed: (1) to identify the effectiveness of Gamification, as a teaching-learning methodology, used in the perspective of Active Methodology, for the development of learning of the curricular component 'Costs Processes and Accounting Operations', developed in the Technical course in Administration, (2) verify the validity of the use of gamification in the teaching-learning process from the application and validation of the game 'Balancing the Balance', created and developed by the researcher, (3) highlighting the difficulties that can be found in application of gamification in the context of teaching-learning accounting. Based on the presented objectives, the researcher opted for a qualitative approach, developing through an Intervention-Research. As data collection instruments were used: questionnaires, participant observation and document analysis. The research universe was the Administration Technician Course of a Technical School in the State of São Paulo, located in the north of São Paulo, and the subjects were ten students of the 2nd Semester of the Administration Technician course. The research is located in the area of methodological studies, on Active Learning Methodologies, highlighting Gamification. The authors Lilian Bacich and José Moran, Angelo Cortelazzo et al, Fausto Camargo and Thuinie Daros, Andrea Filatro and Carolina Costa Cavalcanti, João Mattar; to support Gamification and Games, the authors used were Flora Alves, Marcia Maria Alves and Oscar Teixeira, Juliana Diana et al, João Mattar, Marc Prensky; to support Educommunication in the digital context, the authors were Roberto Aparici and Ismar de Oliveira Soares. The results of this research allowed a broader knowledge of the application of Gamification in the teaching-learning process in a context of professional education, revealing itself as a potential teaching methodology that aims to increase the learning, engagement, motivation and autonomy of students. |