Banca de QUALIFICAÇÃO: MAYARA SHELLEY PASCOAL VALE

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
STUDENT : MAYARA SHELLEY PASCOAL VALE
DATE: 10/01/2025
TIME: 09:00
LOCAL: Google Meet < https://meet.google.com/jge-tceg-bne >
TITLE:

GAMIFICATION AS AN ACTIVE METHODOLOGY FOR THE DEVELOPMENT OF INFORMATION COMPETENCE: Action research at the Nei-CAp UFRN Sector Library


KEY WORDS:

School Library; Information Literacy; Gamification; Active Methodologies.


PAGES: 60
BIG AREA: Ciências Sociais Aplicadas
AREA: Ciência da Informação
SUMMARY:

This study explores how gamification can be applied in school libraries to improve students' information competencies. Its main objective is to test a gamification model to promote information competence among students in a school library. The specific objectives were to map the priority information competences for school-age students; to adapt the Gamification Model for fostering Information Competence to the needs and characteristics of students at the NEI-CAp UFRN Sector Library; to implement gamified activities at the NEI/UFRN Sector Library, evaluating their effectiveness in developing information competences; to analyze the results obtained from applying the Model, considering students' perceptions and the impact on information competences; to develop a practical guide for school librarians, with guidelines and examples of gamified activities based on the tested model. Methodologically, it is characterized as applied and exploratory research of a qualitative nature, with action research as the method of procedure, including bibliographic research, documentary research and participant observation as data collection techniques, with the application of the Gamification Model for fostering Information Competence to create gamified activities and the TRAILS tool for assessing information competence. In order to apply gamification, the population and sample were cut out based on age group criteria and limited space and resources. Twenty-five fifth grade students from the Nucleo de Ensino da Infancia (NEI) were selected, ranging in age from ten to eleven years old. As a result, the gamified activities “Ache o card na Biblioteca” and “Do you know Rio Grande do Norte?” were created to be applied to the Sector Library of the NEI- CAp UFRN, with the aim of developing skills in reading, interpreting and locating sources of information, both physical and virtual. The study aims to evaluate the students' perception of the gamified activities and their impact on the students' information skills, with the aim of proving the contribution of gamification to the development of information skills in the school library environment. After applying the activities and analyzing their results, a practical guide to implementing information competence through gamification for school libraries will be produced, with the aim of expanding its use.


COMMITTEE MEMBERS:
Externa à Instituição - MARIANNA ZATTAR BARRA RIBEIRO - UFRJ
Interna - 1132649 - GABRIELLE FRANCINNE DE SOUZA CARVALHO TANUS
Presidente - 3061498 - NANCY SANCHEZ TARRAGO
Notícia cadastrada em: 12/12/2024 07:56
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