Banca de QUALIFICAÇÃO: ANDRE LUIZ DE SOUZA BRITO

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
DISCENTE : ANDRE LUIZ DE SOUZA BRITO
DATA : 30/06/2017
HORA: 13:00
LOCAL: Auditório B206 do IMD-CIVT
TÍTULO:

Level-Up: a gamification process for education


PALAVRAS-CHAVES:

Gamification in education, Design Thinking, Octalysis Framework


PÁGINAS: 90
GRANDE ÁREA: Ciências Exatas e da Terra
ÁREA: Ciência da Computação
SUBÁREA: Sistemas de Computação
RESUMO:

Technology is a force for change in the culture of a society. This transformation often requires the evolution of several fields in human knowledge, one of them being the field of Education. As a generation of youngsters is always connected through the use of technological devices, with the possibility of accessing and exchanging a large amount of information in a fast way, the traditional learning models which are teacher-centered and the students play a passive role is gradually becoming more inefficient. This inadequacy has a big role in student motivation that is rapidly decreasing by each year as students feel less connected with their learning environment and their practices. One field of research that has become prominent in past years concerning student motivation in education is that of Gamification. However, a common problem exists with the construction of gamified solutions for education: the lack of a clear design process that guides the gamification towards an efficient model capable of effectively attend to the students needs. To contribute in the solution of this problem, this work proposes a gamification process called  Level-Up, based on the design thinking for educators approach, which has as a core principle the investigation and gain of knowledge about the problematic of the students and learning environment before any solution is designed and executed. On top of that, the gamification framework Octalysis is used to evaluate how the motivational aspects are taken into account in the investigated scenario, and how the game elements can be used to change and improve student motivation in order to attain the objectives set by the gamification. To validate this gamification process, a case study is executed in an introductory programming class on a college course, in which promising results were obtained.


MEMBROS DA BANCA:
Presidente - 2978747 - CHARLES ANDRYE GALVAO MADEIRA
Interno - 1961108 - FERNANDO MARQUES FIGUEIRA FILHO
Externo ao Programa - 1804830 - JOSE GUILHERME DA SILVA SANTA ROSA
Notícia cadastrada em: 21/06/2017 15:16
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