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Em contexto educativo há uma necessidade constante de adaptar as práticas pedagógicas de modo a adequar os processos de ensino-aprendizagem às características dos alunos e promover o sucesso da aprendizagem.
Este trabalho tem a finalidade de refletir sobre novas estratégias pedagógicas que permitam contribuir para a aprendizagem dos alunos. Mais concretamente, pretende-se analisar a influência da gamificação no processo de ensino-aprendizagem, de modo a motivar e envolver mais os alunos nas atividades desenvolvidas na aula.
Neste contexto, a gamificação tem-se apresentado como uma poderosa ferramenta que pode ser utilizada em vários contextos, nomeadamente na Educação.
A gamificação significa a utilização de elementos de jogos em contextos que não são de jogos. É um conceito que reflete motivação, envolvimento, jogabilidade, sistemas de recompensas e ensino colaborativo. Torna a aula mais inovadora e interativa, onde os alunos passam a ser agentes ativos do processo de ensino-aprendizagem.
O estudo em causa foi realizado na disciplina de Economia, com os alunos do 10º ano de um Curso Profissional da Escola Secundária António Sérgio.
A metodologia adotada nesta investigação foi o estudo de caso com uma abordagem qualitativa, privilegiando a descrição dos acontecimentos no seu ambiente natural.
A recolha de dados foi obtida através de um diário de campo, observação e inquérito por questionário.
Os resultados deste relatório de prática de ensino supervisionada sugerem que os níveis de motivação e envolvimento dos alunos foram elevados, assim como o comportamento e o empenho nas atividades. As aulas decorreram de uma forma mais divertida e notou-se uma melhoria do trabalho cooperativo entre os alunos.
In educational context there is a constant need in order to adapt teaching-learning processes to the learners’ characteristics and stimulate educational success. This investigation has the purpose of reflecting on a set of new teaching strategies that promote student learning. More precisely, the purpose is to analyze the influence of gamification on the teaching-learning process in order to motivate and to engage students in class activities. Within this scope, gamification has been presented as a powerful tool that can be used in several contexts, namely in Education. Gamification means the use of game elements in non-game contexts. It’s a concept that reflects motivation, engagement, gameplay, reward systems and collaborative teaching. It makes the classroom more innovative and interactive where students become active agents of the teaching-learning process. The above mentioned study was accomplished throughout Economics classes, with the 10th grade of a Vocational Educational Course in Escola Secundária António Sérgio (António Sérgio High School). The adopted research methodology was the case study with a qualitative approach focusing on the description of the events in its natural environment. Data collection was held through a field diary with participant observation and a survey by questionnaire. The results of this investigation show that motivational and engagement levels were high such as behavior and commitment in school activities. Lessons took place in a more pleasant way and a more collaborative work among students was noticed.
In educational context there is a constant need in order to adapt teaching-learning processes to the learners’ characteristics and stimulate educational success. This investigation has the purpose of reflecting on a set of new teaching strategies that promote student learning. More precisely, the purpose is to analyze the influence of gamification on the teaching-learning process in order to motivate and to engage students in class activities. Within this scope, gamification has been presented as a powerful tool that can be used in several contexts, namely in Education. Gamification means the use of game elements in non-game contexts. It’s a concept that reflects motivation, engagement, gameplay, reward systems and collaborative teaching. It makes the classroom more innovative and interactive where students become active agents of the teaching-learning process. The above mentioned study was accomplished throughout Economics classes, with the 10th grade of a Vocational Educational Course in Escola Secundária António Sérgio (António Sérgio High School). The adopted research methodology was the case study with a qualitative approach focusing on the description of the events in its natural environment. Data collection was held through a field diary with participant observation and a survey by questionnaire. The results of this investigation show that motivational and engagement levels were high such as behavior and commitment in school activities. Lessons took place in a more pleasant way and a more collaborative work among students was noticed.
Descrição
Relatório da Prática de Ensino Supervisionada, Mestrado em Ensino de Economia e de Contabilidade, Universidade de Lisboa, Instituto de Educação, 2018
Palavras-chave
Jogos Gamificação Educação Aprendizagem Motivação Relatórios da prática de ensino supervisionada - 2018
