Detalhes bibliográficos
Ano de defesa: |
2016 |
Autor(a) principal: |
Fava, Fabrício Mário Maia
![lattes](/bdtd/themes/bdtd/images/lattes.gif?_=1676566308) |
Orientador(a): |
Santaella, Lucia |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Tese
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Pontifícia Universidade Católica de São Paulo
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em Comunicação e Semiótica
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Departamento: |
Faculdade de Filosofia, Comunicação, Letras e Artes
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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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Área do conhecimento CNPq: |
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Link de acesso: |
https://tede2.pucsp.br/handle/handle/19186
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Resumo: |
Creative thinking doesn't seem to be stimulated in the current model of learning, which is usually focused on solving isolated problems previously formulated or limited to the present context. Moved by this issue and aware of the development potential and social-affective and cognitive skills that can be gained from games we started from the hypothesis of gamification, which is based on relationships between logical design and games, as a possible way of stimulating creative thinking in context of learning. In order to deal with the complexity that surrounds this scenario we have adopted an ecological and multidisciplinary perspective, composed of optical creation, design, game and learning. The methodological approach involved two complementary stages: a practical approach, in which we promoted experiences taking a gamification tool developed by us; and a theoretical approach, in which, concomitantly, we conducted a critical analysis of issues discussed by the authors that constructed our base of references and a search for identification and analysis of gamification case solutions. As implications of this research, we present a conceptual proposal, which call Fluke, consisting of repositioning perspectives of gamification as a culture project for creative learning and therefore rethinking motivational questions, the roles of teacher and student and positioning technology to promote creative thinking |