PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional.
| Main Author: | |
|---|---|
| Publication Date: | 2025 |
| Format: | Bachelor thesis |
| Language: | por |
| Source: | Repositório Institucional da UFMS |
| Download full: | https://repositorio.ufms.br/handle/123456789/12266 |
Summary: | The recent inclusion of Computing in Brazil's national curriculum (BNCC) has created a demand for pedagogical resources that integrate Computational Thinking (CT) with other subjects. However, developing effective educational games for this purpose remains a significant challenge. This paper addresses this challenge through a case study that reports and analyzes the conception, development, and validation process of the educational game Pantanal Quest. The methodology combined Software Engineering practices, such as agile development, with a Co-design approach involving public school Biology teachers as domain experts. The game's validation was conducted with 66 elementary school students, using the MEEGA+ model and direct observation. The evaluation results indicate high acceptance of the game regarding its aesthetics and perceived learning. The analysis also identified crucial points for improvement, such as the need to enhance initial tutorials, and validated the effectiveness of the co-design process in ensuring the pedagogical and scientific relevance of the content. We conclude that Pantanal Quest holds great potential as an interdisciplinary teaching tool. The main contribution of this work, however, lies in the detailed documentation of a participatory development methodology that can serve as a reference for future educational technology projects. |
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2025-07-15T12:41:04Z2025-07-15T12:41:04Z2025https://repositorio.ufms.br/handle/123456789/12266The recent inclusion of Computing in Brazil's national curriculum (BNCC) has created a demand for pedagogical resources that integrate Computational Thinking (CT) with other subjects. However, developing effective educational games for this purpose remains a significant challenge. This paper addresses this challenge through a case study that reports and analyzes the conception, development, and validation process of the educational game Pantanal Quest. The methodology combined Software Engineering practices, such as agile development, with a Co-design approach involving public school Biology teachers as domain experts. The game's validation was conducted with 66 elementary school students, using the MEEGA+ model and direct observation. The evaluation results indicate high acceptance of the game regarding its aesthetics and perceived learning. The analysis also identified crucial points for improvement, such as the need to enhance initial tutorials, and validated the effectiveness of the co-design process in ensuring the pedagogical and scientific relevance of the content. We conclude that Pantanal Quest holds great potential as an interdisciplinary teaching tool. The main contribution of this work, however, lies in the detailed documentation of a participatory development methodology that can serve as a reference for future educational technology projects.A recente inclusão da Computação na Educação Básica brasileira, norteada pela BNCC, gerou uma demanda por recursos pedagógicos que integrem o Pensamento Computacional (PC) a outras disciplinas. Contudo, o desenvolvimento de jogos educacionais eficazes para este fim representa um desafio de design significativo. Este trabalho aborda esse desafio por meio de um estudo de caso que relata e analisa o processo de concepção, desenvolvimento e validação do jogo Pantanal Quest. A metodologia articulou práticas de Engenharia de Software, como o desenvolvimento ágil, com a abordagem de Co-design, envolvendo professores de Biologia como especialistas de domínio. A validação do jogo foi realizada com 66 estudantes do Ensino Fundamental, utilizando o modelo MEEGA+ e observação direta. Os resultados da avaliação indicam alta aceitação do jogo em termos de estética e aprendizagem percebida. A análise também identificou pontos cruciais de melhoria, como a necessidade de aprimorar os tutoriais iniciais, e validou a eficácia do processo de co-design para garantir a relevância pedagógica do conteúdo. Conclui-se que o Pantanal Quest é uma ferramenta com grande potencial para o ensino interdisciplinar, e que a principal contribuição deste trabalho reside na documentação de uma metodologia de desenvolvimento participativo que pode servir como referência para futuros projetos de tecnologia educacional.Fundação Universidade Federal de Mato Grosso do SulUFMSEngenharia / Tecnologiapensamento computacionalPantanalprogramação em blocosPantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional.info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisESTEIC JANAINA SANTOS BATISTABEATRIZ LIMA PEREIRAinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da UFMSinstname:Universidade Federal de Mato Grosso do Sul (UFMS)instacron:UFMSORIGINAL24729.pdf24729.pdfapplication/pdf7319601https://repositorio.ufms.br/bitstream/123456789/12266/-1/24729.pdffc41e438274e23c3d2b983c33b01de0fMD5-1123456789/122662025-07-15 08:41:05.109oai:repositorio.ufms.br:123456789/12266Repositório InstitucionalPUBhttps://repositorio.ufms.br/oai/requestri.prograd@ufms.bropendoar:21242025-07-15T12:41:05Repositório Institucional da UFMS - Universidade Federal de Mato Grosso do Sul (UFMS)false |
| dc.title.pt_BR.fl_str_mv |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. |
| title |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. |
| spellingShingle |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. BEATRIZ LIMA PEREIRA pensamento computacional Pantanal programação em blocos Engenharia / Tecnologia |
| title_short |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. |
| title_full |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. |
| title_fullStr |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. |
| title_full_unstemmed |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. |
| title_sort |
PantanalQuest: Integrando o Ensino de Biomas e o Pensamento Computacional. |
| author |
BEATRIZ LIMA PEREIRA |
| author_facet |
BEATRIZ LIMA PEREIRA |
| author_role |
author |
| dc.contributor.advisor1.fl_str_mv |
ESTEIC JANAINA SANTOS BATISTA |
| dc.contributor.author.fl_str_mv |
BEATRIZ LIMA PEREIRA |
| contributor_str_mv |
ESTEIC JANAINA SANTOS BATISTA |
| dc.subject.por.fl_str_mv |
pensamento computacional Pantanal programação em blocos |
| topic |
pensamento computacional Pantanal programação em blocos Engenharia / Tecnologia |
| dc.subject.classification.pt_BR.fl_str_mv |
Engenharia / Tecnologia |
| description |
The recent inclusion of Computing in Brazil's national curriculum (BNCC) has created a demand for pedagogical resources that integrate Computational Thinking (CT) with other subjects. However, developing effective educational games for this purpose remains a significant challenge. This paper addresses this challenge through a case study that reports and analyzes the conception, development, and validation process of the educational game Pantanal Quest. The methodology combined Software Engineering practices, such as agile development, with a Co-design approach involving public school Biology teachers as domain experts. The game's validation was conducted with 66 elementary school students, using the MEEGA+ model and direct observation. The evaluation results indicate high acceptance of the game regarding its aesthetics and perceived learning. The analysis also identified crucial points for improvement, such as the need to enhance initial tutorials, and validated the effectiveness of the co-design process in ensuring the pedagogical and scientific relevance of the content. We conclude that Pantanal Quest holds great potential as an interdisciplinary teaching tool. The main contribution of this work, however, lies in the detailed documentation of a participatory development methodology that can serve as a reference for future educational technology projects. |
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2025 |
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2025-07-15T12:41:04Z |
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2025-07-15T12:41:04Z |
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2025 |
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Fundação Universidade Federal de Mato Grosso do Sul |
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UFMS |
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Fundação Universidade Federal de Mato Grosso do Sul |
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