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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...
Autor principal: | VIRGOLINO, Mayara de Brito |
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Grau: | Dissertação |
Idioma: | por |
Publicado em: |
Universidade Federal do Pará
2025
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Assuntos: | |
Acesso em linha: |
https://repositorio.ufpa.br/jspui/handle/2011/16761 |
Resumo: |
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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. |