Detalhes bibliográficos
Ano de defesa: |
2022 |
Autor(a) principal: |
Almeida, Daniel Anselmo de
![lattes](/bdtd/themes/bdtd/images/lattes.gif?_=1676566308) |
Orientador(a): |
Silva, Luciano Ferreira da
![lattes](/bdtd/themes/bdtd/images/lattes.gif?_=1676566308) |
Banca de defesa: |
Silva, Luciano Ferreira da
,
Vils, Leonardo
,
Medeiros Júnior, Josué Vitor de
![lattes](/bdtd/themes/bdtd/images/lattes.gif?_=1676566308) |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Nove de Julho
|
Programa de Pós-Graduação: |
Programa de Pós-Graduação em Gestão de Projetos
|
Departamento: |
Administração
|
País: |
Brasil
|
Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
http://bibliotecatede.uninove.br/handle/tede/3153
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Resumo: |
The insertion of gamification presents positive results in several areas such as education, health and business, including being applied in project management. The application of gamification can provide greater engagement and increase the motivation of those involved, which can also reflect in better project performance. Within this scenario, the management of activities in projects is a critical process, which presents problems in the association of resources with activities, as well as in the engagement and motivation of those involved. In this sense, the adoption of gamification can be considered as a tool to solve these problems. Based on what was presented, this dissertation aimed to describe how gamification can improve the process of associating a resource with the activity in the management of project activities. With regard to methodological procedures, a strategy based on a qualitative approach was applied using a focus group, participant observation, semi-structured interviews and document analysis. The methodological procedures are distributed in four stages, being the conception stage with the application of the focus group. The Homologation stage with a pre-test session. The validation stage was carried out through semi-structured interviews. The application stage was contemplated by a single case study, where the developed tool was applied. As a result of the analysis of the 19 frameworks studied in this research, a new framework for inserting gamification in general contexts was presented. Finally, a framework was presented specifically for the insertion of gamification in project activity management. In addition, the findings of this research demonstrated that the insertion of gamification in the management of project activities was beneficial, improving the motivation, engagement, performance and collaboration of project members. The contribution of this research is related to the use of a tool, conceived based on the concepts of gamification, to help project managers in managing project activities. At the end of the research, it can be said that the tool applied for the insertion of gamification in the management of activities in projects promoted an improvement in the performance of resources in the planning and execution phase of the project, bringing more agility in the process of creating schedules and in the feedback process for the project team. |