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Authors
Advisor(s)
Abstract(s)
As gerações matriculadas atualmente nas escolas nasceram numa Era, na qual o
desenvolvimento e a utilização das novas tecnologias se encontram no seu auge.
O conceito da Gamificação faz parte do dia-a-dia destes alunos que cresceram tendo acesso à
informação, a aplicações e a consolas. Contudo, as escolas que eles frequentam continuam a
ensinar através de métodos tradicionais do século passado, o que dificulta a aprendizagem e
desmotiva os alunos. Um pouco por todo o mundo, os docentes têm vindo a pesquisar
cenários de jogos e métodos para adaptarem as práticas do ensino às exigências dos nativos
digitais. Uma das alternativas para os que procuram novas formas de ensinar é a utilização de
metodologias inovadoras, como por exemplo, as que se baseiam em jogos (Game-based
Learning). Desta forma, a Gamificação e o Game-based learning tornaram-se conceitos
relevantes no cenário atual de aprendizagem, oferecendo experiências envolventes e
mantendo os alunos mais focados de forma a melhorar o seu desempenho. O Minecraft
destaca-se, por entre as muitas opções de jogos que o mercado oferece, para os que procuram
aplicar estas novas metodologias de ensino. Este jogo de mundo aberto, lançado oficialmente
em 2011, promove a criatividade, colaboração e resolução de problemas num ambiente
imersivo, o qual oferece uma grande quantidade de recursos para simular situações da vida
real. Inspirado por estas infinitas possibilidades de ensino através do Minecarft, este projeto
tem como objetivo desenvolver um curso de formação para professores sobre a utilização do
Minecraft para efeitos de aprendizagem, em particular no 1.º Ciclo do Ensino Básico.
A metodologia utilizada para estruturar o curso baseia-se no modelo ADDIE que é
considerado um processo sistemático consistente e fiável no desenvolvimento de programas
educativos e profissionais. Paralelamente, através da revisão da literatura procurou-se
perceber como é que a metodologia Game-based Learning pode contribuir para a
aprendizagem, que características e aplicabilidades do jogo Minecraft podem ser exploradas
no ensino-aprendizagem e quais são as vantagens e os obstáculos na implementação de um
curso usando o Minecraft como ferramenta de aprendizagem. O produto final deste projeto
apresenta a estrutura de um curso, para professores, de iniciação à utilização de Minecraft em
contexto educativo, em particular no 1.º Ciclo do Ensino Básico. Este curso poderá
posteriormente ser alvo de acreditação, como oficina de formação, junto do Conselho
Científico-pedagógico da Formação Contínua.
The generations currently enrolled in schools were born in an Era, in which the development and use of new technologies are at their peak. The concept of gamification is part of the daily lives of these students who grew up with access to information, applications, and consoles. However, the schools they attend continue to teach using traditional methods developed last century, which makes learning hard and discourages students. Teachers all over the world have been researching game scenarios and methods to adapt teaching practices to the demands of digital natives. One of the alternatives for those looking for new ways to teach is the use of innovative methodologies, such as those based on games (Game-based Learning). As a result, gamification and Game-based learning became important concepts in the current learning scenario, offering engaging experiences, and keeping students more focused, improving their performance. Minecraft stands out among the many game options that the market offers for those looking to apply these new teaching methodologies. This open-world game, launched in 2011, promotes creativity, collaboration, and problem-solving in an immersive environment, which offers a lot of resources to simulate real-life situations. Inspired by these infinite teaching possibilities through Minecraft, this project aims the development of a training course for teachers, using Minecraft for learning purposes, particularly in the 1st cycle of basic education. The methodology used to structure the course is based on the ADDIE model, which is considered a consistent and reliable systematic process in the development of educational and professional programs. At the same time, through the literature review, we tried to understand how the Game-based Learning methodology can contribute to learning, what characteristics and applicability of this game can be explored in teaching-learning and what are the advantages and obstacles in the implementation of a course using Minecraft as a learning tool. The final product of this project presents the structure of a course for teachers, to initiate the use of Minecraft in an educational context, particularly in the 1st cycle of basic education. This course may later be subject to accreditation, as a training workshop, with the Scientific-Pedagogical Council for Continuing Education.
The generations currently enrolled in schools were born in an Era, in which the development and use of new technologies are at their peak. The concept of gamification is part of the daily lives of these students who grew up with access to information, applications, and consoles. However, the schools they attend continue to teach using traditional methods developed last century, which makes learning hard and discourages students. Teachers all over the world have been researching game scenarios and methods to adapt teaching practices to the demands of digital natives. One of the alternatives for those looking for new ways to teach is the use of innovative methodologies, such as those based on games (Game-based Learning). As a result, gamification and Game-based learning became important concepts in the current learning scenario, offering engaging experiences, and keeping students more focused, improving their performance. Minecraft stands out among the many game options that the market offers for those looking to apply these new teaching methodologies. This open-world game, launched in 2011, promotes creativity, collaboration, and problem-solving in an immersive environment, which offers a lot of resources to simulate real-life situations. Inspired by these infinite teaching possibilities through Minecraft, this project aims the development of a training course for teachers, using Minecraft for learning purposes, particularly in the 1st cycle of basic education. The methodology used to structure the course is based on the ADDIE model, which is considered a consistent and reliable systematic process in the development of educational and professional programs. At the same time, through the literature review, we tried to understand how the Game-based Learning methodology can contribute to learning, what characteristics and applicability of this game can be explored in teaching-learning and what are the advantages and obstacles in the implementation of a course using Minecraft as a learning tool. The final product of this project presents the structure of a course for teachers, to initiate the use of Minecraft in an educational context, particularly in the 1st cycle of basic education. This course may later be subject to accreditation, as a training workshop, with the Scientific-Pedagogical Council for Continuing Education.
Description
Trabalho de Projeto de Mestrado, Educação (Especialidade em Educação e Tecnologias Digitais), Universidade de Lisboa, Instituto de Educação, 2021
Keywords
Ensino básico (1º ciclo) Gamificação Jogos electrónicos Trabalhos de projeto de mestrado - 2021
