A influência do perfil de jogador do aluno no desempenho de ferramentas gamificadas no processo ensino-aprendizagem

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: CAMPOS, Márcio Cristiano Vasconcelos de lattes
Orientador(a): BORCHARTT, Tiago Bonini lattes
Banca de defesa: BORCHARTT, Tiago Bonini lattes, SOARES NETO, Carlos de Salles lattes, TRINTA, Fernando Antonio Mota lattes
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:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
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.