Detalhes bibliográficos
Ano de defesa: |
2020 |
Autor(a) principal: |
CAMPOS, Márcio Cristiano Vasconcelos de
|
Orientador(a): |
BORCHARTT, Tiago Bonini
|
Banca de defesa: |
BORCHARTT, Tiago Bonini
,
SOARES NETO, Carlos de Salles
,
TRINTA, Fernando Antonio Mota
|
Tipo de documento: |
Dissertação
|
Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Federal do Maranhão
|
Programa de Pós-Graduação: |
PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO/CCET
|
Departamento: |
DEPARTAMENTO DE INFORMÁTICA/CCET
|
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: |
https://tedebc.ufma.br/jspui/handle/tede/3210
|
Resumo: |
Currently, the great challenge for educators is, at the same time, to use the new educational technologies and make students interested in the content that is being exposed. Gamification is often used as an auxiliary tool for teachers to make teaching content more motivating, engaging and creative. However, gamification must be applied with criteria so that it has the desired effects and considering the differences between students. This work aims to analyze the influence of the student’s player profile on the performance of gamified tools through the implementation of a gamification tool that fits the player profile in the teachinglearning process of undergraduate courses in the field of Computing. The tool was applied in three classes at the Federal Institute of Maranhão, in the Information Systems course, in the disciplines of Operating Systems, Computer Networks I and Computer Networks II. The results showed that when offering the most appropriate mechanics according to the student’s player profile, there was a positive influence of around 60% with regard to the mechanics available, thus increasing motivation and engagement in the teaching-learning process. |