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Trabalho de Conclusão de Curso - Graduação
Gamification as a learning strategy in the efl teaching
Gamification is a methodology used to transform any content into a game in order to bring a more stressful environment that can be applied in different ways in the classroom without age restrictions. But the game must be made thinking about the target class of an end of life. the interest of student...
Autor principal: | SARAIVA, Wemerson Procopio |
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Grau: | Trabalho de Conclusão de Curso - Graduação |
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oai:https:--bdm.ufpa.br:8443:prefix-59982023-08-12T03:05:46Z Gamification as a learning strategy in the efl teaching SARAIVA, Wemerson Procopio ALENCAR, Thays Lima http://lattes.cnpq.br/2146485133910221 Gamification classroom games Stress-free learning Gamificação jogos em sala de aula Aprender sem stress CNPQ::CIENCIAS HUMANAS::EDUCACAO Gamification is a methodology used to transform any content into a game in order to bring a more stressful environment that can be applied in different ways in the classroom without age restrictions. But the game must be made thinking about the target class of an end of life. the interest of students is due to this that the teacher has a crucial role, the objective is to study the student's progress within the English classroom, a methodology used for this was qualitative and descriptive research where students had a form to fill in so that the teacher can obtain information about the English level of each one of them and select among those that would serve as a reference for the students' analysis. The proven results demonstrate that the students had stress-free classes and that they felt motivated to learn significant challenges that each game had over five classes and with that their progress was in English. A Gamificação é uma metodologia utilizada para transformar qualquer conteúdo em um jogo a fim de trazer um ambiente mais desestressante que pode ser de diversas formas aplicado em sala de aula sem restrição de idade. Porém o jogo deve ser feito pensando na classe alvo a fim de prender o interesse dos alunos é devido a isso que o professor tem um papel crucial , o objetivo dessa pesquisa é analisar o progresso do aluno dentro da sala de aula de inglês, a metodologia utilizada para isto foi a qualitativa e descritiva onde os alunos tiveram um formulário para preencher e assim o professor pode obter informação sobre o nível de inglês de cada um deles e selecionar entre estes alunos três que iriam servir como referência para análise. os resultados finais mostram que os alunos tiveram aulas sem stress e que se sentiram motivados a aprender inglês devido aos desafios que cada jogo tinha ao longo de cinco aulas e com isso seu progresso foi significativo. 2023-08-11T22:14:38Z 2023-08-11T22:14:38Z 2022-12-16 Trabalho de Conclusão de Curso - Graduação SARAIVA, Wemerson Procopio. Gamification as a learning strategy in the efl teaching. Orientadora: Thays Lima Alencar. 2022. 19 f. Trabalho de Conclusão de Curso (Licenciatura em Letras Língua Inglesa) – Faculdade de Línguas Estrangeiras. Campus Universitário de Bragança, Universidade Federal do Pará, Bragança-PA, 2022. Disponível em: https://bdm.ufpa.br:8443/jspui/handle/prefix/5998. Acesso em: . https://bdm.ufpa.br:8443/jspui/handle/prefix/5998 Acesso Aberto |
institution |
Biblioteca Digital de Monografias - UFPA |
collection |
MonografiaUFPA |
topic |
Gamification classroom games Stress-free learning Gamificação jogos em sala de aula Aprender sem stress CNPQ::CIENCIAS HUMANAS::EDUCACAO |
spellingShingle |
Gamification classroom games Stress-free learning Gamificação jogos em sala de aula Aprender sem stress CNPQ::CIENCIAS HUMANAS::EDUCACAO SARAIVA, Wemerson Procopio Gamification as a learning strategy in the efl teaching |
topic_facet |
Gamification classroom games Stress-free learning Gamificação jogos em sala de aula Aprender sem stress CNPQ::CIENCIAS HUMANAS::EDUCACAO |
description |
Gamification is a methodology used to transform any content into a game in order to bring a more stressful environment that can be applied in different ways in the classroom without age restrictions. But the game must be made thinking about the target class of an end of life. the interest of students is due to this that the teacher has a crucial role, the objective is to study the student's progress within the English classroom, a methodology used for this was qualitative and descriptive research where students had a form to fill in so that the teacher can obtain information about the English level of each one of them and select among those that would serve as a reference for the students' analysis. The proven results demonstrate that the students had stress-free classes and that they felt motivated to learn significant challenges that each game had over five classes and with that their progress was in English. |
author_additional |
ALENCAR, Thays Lima |
author_additionalStr |
ALENCAR, Thays Lima |
format |
Trabalho de Conclusão de Curso - Graduação |
author |
SARAIVA, Wemerson Procopio |
title |
Gamification as a learning strategy in the efl teaching |
title_short |
Gamification as a learning strategy in the efl teaching |
title_full |
Gamification as a learning strategy in the efl teaching |
title_fullStr |
Gamification as a learning strategy in the efl teaching |
title_full_unstemmed |
Gamification as a learning strategy in the efl teaching |
title_sort |
gamification as a learning strategy in the efl teaching |
publishDate |
2023 |
url |
https://bdm.ufpa.br:8443/jspui/handle/prefix/5998 |
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1787155563887460352 |
score |
11.753896 |