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Trabalho de Conclusão de Curso
Gamificação, modelo de metodologia de ensino: uma revisão sistemática
Introduction: With the great growth of games in all formats, and over the years their population of players increases at the same time as their players grow older, it would become common to use the “idea” that the game passes on to its players . However, it is necessary to identify your “ideas”,...
Autor principal: | Gonçalves, Álvaro Batista |
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Grau: | Trabalho de Conclusão de Curso |
Idioma: | por |
Publicado em: |
Brasil
2024
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Assuntos: | |
Acesso em linha: |
http://riu.ufam.edu.br/handle/prefix/7842 |
Resumo: |
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Introduction: With the great growth of games in all formats, and over the years their
population of players increases at the same time as their players grow older, it would
become common to use the “idea” that the game passes on to its players . However, it
is necessary to identify your “ideas”, contextualize them, conceptualize them and
classify them in order to facilitate their use as an action methodology. Therefore, it is
necessary to understand: the public that uses games daily in their lives (whether in
electronic, physical or methodological format), its origin and how it is present in society
(which explain the current scenario of popularity), how technological growth is used to
gain more space and how it could be used as an engaging methodological mechanism
for the new generations who live with it daily and sometimes don't even realize such a
creation formula. Given this, it is necessary to adapt to your school environment and
engage students to participate in physical education classes, demonstrating new forms
of games and scoring. Objective: to present scientific evidence on the use of
gamification as an engaging teaching methodology for students who have difficulty
participating in Physical Education classes. Methods: A systematic literature review
was carried out through searches in the Pubmed, Google Academic and Bireme-BVS
databases, etc. The inclusion criteria consisted of studies that presented Gamification
as a teaching methodology in Physical Education classes. Results: 84 articles were
found, 18 were excluded because they were applications and did not focus on
methodological use in the classroom but rather on the acquisition/improvement of
something specific, 15 were excluded because their main objective was
engagement/motivation of physical activity in general and not only at school level, thus
having a lack of control supervised by teachers, 23 were excluded because they
focused on another age group (university students or workers) and not schoolchildren,
17 were excluded because they focused on another subject and not only in physical
education, 13 were readable, being classified into Exergames, Motivational with
learning, Users of TIDCs (digital information and communication technologies).
Conclusion: Therefore, the results of this review were that the use of electronic games,
as a pedagogical tool, through active methodologies: exergames and gamification are
of great value for physical education classes, as they bring several benefits to building
spaces of I teach more dynamic, enjoyable and engaging learning for our students. |