Dissertação

Gamificação e aprendizagem: uma proposta para professores de ciência/química dos anos finais do ensino fundamental

The speed with which information and different types of knowledge circulate in society, through the advance of Digital Information and Communication Technologies, has transformed people's habits and behaviors in their daily lives. Reflecting on the impact of these changes on the educational scena...

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Autor principal: VIRGOLINO, Mayara de Brito
Grau: Dissertação
Idioma: por
Publicado em: Universidade Federal do Pará 2025
Assuntos:
Acesso em linha: https://repositorio.ufpa.br/jspui/handle/2011/16761
Resumo:
The speed with which information and different types of knowledge circulate in society, through the advance of Digital Information and Communication Technologies, has transformed people's habits and behaviors in their daily lives. Reflecting on the impact of these changes on the educational scenario, there is a need for innovation and the development of new practices that can involve students in the teaching-learning process. In this sense, considering gamification as a methodological strategy, to increase student motivation and engagement during learning, this research aimed to develop an educational product in the form of a teaching guide, with gamified activities, for teaching Atomic Models in the context of Primary Education. From this, we sought to answer the following guiding question: what impacts can the use of gamification bring to the learning process of Atomic Models in the final years of Primary School? Concerning methodology, a qualitative study was carried out, using the principles of participant observation, developed in three stages: I) Bibliographic mapping; II) Planning of the educational product; and III) Application and evaluation of the educational product. The product was applied in the second bimester of 2023, in a private school in the municipality of Ananindeua, in the state of Pará, where the research teacher works, and 48 students from two 9th-grade classes took part in the research. As this was an analysis of educational activity, participant observation was used as a data collection tool, along with speech recordings, questionnaires, and written productions. The results show that the use of gamification proved to be effective in learning the proposed content, as well as in participation in the gamified activities, highlighting aspects such as student engagement, collaboration, and motivation, through the presence of game elements such as levels and challenges, contributing to increased interaction with the teacher to fulfill the tasks undertaken in class. Finally, the educational product, entitled Gamification and learning: a teaching guide for teaching Atomic Models in Elementary School II, which is part of the dissertation, is available on the websites of the Postgraduate Program in Teaching in Science and Mathematics Education at the Federal University of Pará and the EduCapes Portal.