A Gamificação educacional como estratégia no Ensino de Química em uma perspectiva sociocultural

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: SANTOS, Paula Maria de Almeida lattes
Orientador(a): COSTA, Hawbertt Rocha lattes
Banca de defesa: COSTA, Hawbertt Rocha lattes, CRUZ, Dulce Márcia lattes, GUERINI, Silvete Coradi 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 ENSINO DE CIÊNCIAS E MATEMÁTICA/CCET
Departamento: COORDENAÇÃO DO CURSO DE CIÊNCIAS NATURAIS-BIOLOGIA/CAMPUS III
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tedebc.ufma.br/jspui/handle/tede/5718
Resumo: In the Chemistry Teaching scenario, pedagogical strategies have been proposed based on diverse activities, such as the so-called active learning methodologies. Among these, we emphasize educational gamification, which is based on the use of game elements to engage and motivate problem solving through interaction between people, technology and the environment. This research is guided by the following problem: How can the implementation of educational gamification contribute to the motivation and engagement of students in the chemistry subject? To answer this question, we focus the general objective of this research on investigating how the planning and development of a gamified strategy based on the sociocultural perspective of the Theory of Mediated Action (TAM) can contribute to the motivation and engagement of students in the teaching and learning of chemistry in the High school. We considered Design Based Research (DBR) as theoretical-methodological support and adopted Wertsch's (1998) TAM framework for the construction of the gamified didactic sequence (SD). In this context, this research has a qualitative nature and a case study approach. The participants were the chemistry teacher and 25 students from a 1st year high school class at a public school in the state of Maranhão. As data production instruments, we used the teacher's lesson plans, interviews, questionnaires, participant observation and field diary records. The following data analysis categories were delimited: Participants' previous conceptions, Experience in the process and Design principles. The results showed that the incorporation of game design elements, such as clear rules and immediate feedback, integration of narrative with avatars and leaderboard (ranking and points) stood out and provided flow to the gamified system. Furthermore, carrying out team challenges mediated by digital technologies, both competitively and collaboratively, and the problematizations around scientific concepts contributed towards motivational aspects and maintaining student engagement. However, we found some limitations to its implementation, related to the reduction in the workload of the chemistry subject in the new High School curricular structure and the infrastructure conditions at the school. From this perspective, both the students and the teacher reported positive views regarding the use of this methodology, which was well received at the school.