Detalhes bibliográficos
Ano de defesa: |
2018 |
Autor(a) principal: |
COELHO, Paulo Roberto Martins
![lattes](/bdtd/themes/bdtd/images/lattes.gif?_=1676566308) |
Orientador(a): |
FURTADO, Cássia Cordeiro
![lattes](/bdtd/themes/bdtd/images/lattes.gif?_=1676566308) |
Banca de defesa: |
FURTADO, Cássia Cordeiro
,
OBREGON, Rosane de Fátima Antunes
,
TEIXEIRA, Mário Antonio Meireles
,
ALMEIDA, Will Ribamar Mendes |
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 DESIGN/CCET
|
Departamento: |
DEPARTAMENTO DE DESENHO E TECNOLOGIA/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/2346
|
Resumo: |
The present research aims to analyze the use of gamification in the process of creating graphic design artifacts of students in Higher Education. The research has a qualitative and exploratory character. It also presents a script and application of MultiUser Dungeon technique to aid the process of gamification in education, in order to generate more critical discussions about game mechanics and game dynamics. Performed in three distinct phases, the task is to survey the requirements for the gamification process, categorize the subjects according to Richard Bartle's studies and implement the data within the 6D framework, generating pieces of graphic design related to the discipline. As a research result, proposals for avatars and standards were received, reinforcing students' engagement and establishing the validation of gamification processes as part of the creative process of Design activities. |