Trabalho de Conclusão de Curso - Graduação

How does gamification engage public school students?

The objective of this research is to investigate and analyze the gamification process, using video game elements as a pedagogical tool in non-gaming situations, as a motivational teaching tool, that can assist in learning and in general teaching development. It can be observed that even with the ris...

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Autor principal: SILVA, Denilson Deoclides da
Grau: Trabalho de Conclusão de Curso - Graduação
Publicado em: 2023
Assuntos:
Acesso em linha: https://bdm.ufpa.br:8443/jspui/handle/prefix/5576
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spelling oai:https:--bdm.ufpa.br:8443:prefix-55762023-05-29T13:39:35Z How does gamification engage public school students? SILVA, Denilson Deoclides da CABRAL, Alex Rafael Costa http://lattes.cnpq.br/8383033071094919 Gamificação Ensino de línguas Motivação Gamification Language teaching Motivation CNPQ::CIENCIAS HUMANAS::EDUCACAO The objective of this research is to investigate and analyze the gamification process, using video game elements as a pedagogical tool in non-gaming situations, as a motivational teaching tool, that can assist in learning and in general teaching development. It can be observed that even with the rise in popularity and quantity of technology in addition to the quality of games and digital resources, we still find resistance in terms of jobs, these technical resources are used as tools to assist learning. Therefore, studying the insertion of these resources in classroom practice is important for assessing students’ interests and potential. This work aims to list multiple concepts of gamification and its advantages and disadvantages, analyze neuroscience as a form of entertainment and learning, identify through the use of games and technical resources, and how students use them. The choice of the bibliography is based on the works that can answer the concerns that the subject aroused because many were them and through them, it was possible to gather essential data in the understanding of this subject. O objetivo desta pesquisa é investigar e analisar o processo de gamificação, ou seja, usar elementos dos videogames como ferramenta pedagógica em situações de não jogos, como ferramenta motivacional de ensino, que podem auxiliar no aprendizado e no desenvolvimento geral de ensino. Pode-se observar que mesmo com o aumento da popularidade e quantidade de tecnologia além da qualidade dos jogos e recursos digitais, ainda encontramos resistências em termos de empregos esses recursos técnicos são usados como ferramentas para auxiliar o aprendizado. Portanto, estudar a inserção desses recursos na prática em sala de aula é importante para avaliação interesses e potencial dos alunos. Este trabalho visa elencar múltiplos conceitos de gamificação e suas vantagens e desvantagens, analisar a neurociência como forma de entretenimento e aprendizado, também identificar através do uso de jogos e recursos técnicos e como os alunos fazem uso. A escolha da bibliografia baseia-se nas obras que possam responder as inquietações que o assunto despertou, pois muitas foram elas e através delas fez-se possível angariar dados essenciais na compreensão desse assunto. 2023-04-25T17:42:29Z 2023-04-25T17:42:29Z 2022 Trabalho de Conclusão de Curso - Graduação SILVA, Denilson Deoclides da. How does gamification engage public school students?. Orientador: Alex Rafael Costa Cabral. 2022. 22 f. Trabalho de Conclusão de Curso (Licenciado em Letras - Língua Inglesa) - Faculdade de Letras - Língua Inglesa, Campus Universitário de Altamira, Universidade Federal do Pará, Altamira, 2022. Disponível em: https://bdm.ufpa.br:8443/jspui/handle/prefix/5576. Acesso em:. https://bdm.ufpa.br:8443/jspui/handle/prefix/5576 Acesso Aberto Disponível na internet via correio eletrônico: bibaltamira@ufpa.br
institution Biblioteca Digital de Monografias - UFPA
collection MonografiaUFPA
topic Gamificação
Ensino de línguas
Motivação
Gamification
Language teaching
Motivation
CNPQ::CIENCIAS HUMANAS::EDUCACAO
spellingShingle Gamificação
Ensino de línguas
Motivação
Gamification
Language teaching
Motivation
CNPQ::CIENCIAS HUMANAS::EDUCACAO
SILVA, Denilson Deoclides da
How does gamification engage public school students?
topic_facet Gamificação
Ensino de línguas
Motivação
Gamification
Language teaching
Motivation
CNPQ::CIENCIAS HUMANAS::EDUCACAO
description The objective of this research is to investigate and analyze the gamification process, using video game elements as a pedagogical tool in non-gaming situations, as a motivational teaching tool, that can assist in learning and in general teaching development. It can be observed that even with the rise in popularity and quantity of technology in addition to the quality of games and digital resources, we still find resistance in terms of jobs, these technical resources are used as tools to assist learning. Therefore, studying the insertion of these resources in classroom practice is important for assessing students’ interests and potential. This work aims to list multiple concepts of gamification and its advantages and disadvantages, analyze neuroscience as a form of entertainment and learning, identify through the use of games and technical resources, and how students use them. The choice of the bibliography is based on the works that can answer the concerns that the subject aroused because many were them and through them, it was possible to gather essential data in the understanding of this subject.
author_additional CABRAL, Alex Rafael Costa
author_additionalStr CABRAL, Alex Rafael Costa
format Trabalho de Conclusão de Curso - Graduação
author SILVA, Denilson Deoclides da
title How does gamification engage public school students?
title_short How does gamification engage public school students?
title_full How does gamification engage public school students?
title_fullStr How does gamification engage public school students?
title_full_unstemmed How does gamification engage public school students?
title_sort how does gamification engage public school students?
publishDate 2023
url https://bdm.ufpa.br:8443/jspui/handle/prefix/5576
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score 11.753896