Navegando por Assunto "Edutainment"
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Item Acesso aberto (Open Access) Recrutadores de Conhecimento: um jogo sério para avaliação formativa em disciplinas teóricas(Universidade Federal do Pará, 2024-03-21) PINHEIRO, Luiz Pedro Reis; NASCIMENTO, Márcio Lima do; http://lattes.cnpq.br/6668311810812135; https://orcid.org/0000-0002-1177-3776In this work, we sought to address the following central question: how can we assist instructors of theoretical disciplines in encouraging their students to engage in dialogue about the concepts of the subjects through a playful and immersive environment, allowing the instructor to observe what was presented and evaluate what was discussed? The main objective adopted as an alternative solution to this question was to present a serious game that would serve as an artifact for instructors to conduct formative assessments of the content covered, providing students with a playful environment for presenting syntheses of the concepts addressed up to that point. The choice of this theme arose from the observation of the need for instructors in the Professional Master’s Program in Programa de Pós-Graduação Criatividade e Inovação em Metodologias de Ensino Superior (PPGCIMES) to identify students’ appropriation of the concepts presented in the disciplines, as well as the need for use in other subjects and diverse educational environments. As theoretical support for the research, we addressed the following concepts: Game, Gamification, Serious Game, and Edutainment. These concepts were explored to provide a foundation for product development. The research was conducted using the Action Research methodology, complemented by Design Thinking and the MDA (Mechanics, Dynamics, Aesthetics) framework. Throughout the research, various tests were conducted to evaluate the objectives and improve the product. To understand and guide the artifact’s development, a survey was conducted with higher education instructors to create a persona that would serve as a guide for the product. The tests were carried out with both low- fidelity digital prototypes and high-fidelity physical prototypes, always considering the user’s perspective and the research objectives. With the structured prototypes, we described the step-by-step applications and what we collected from each of the tests, detailing how they influenced the product. Subsequently, we conducted semi-structured interviews with some of the professors from the disciplines where the tests took place to assess whether the objectives were being achieved. Later, we described all the final characteristics of the game, detailing each component and how they impact the gameplay. Finally, we concluded with a report on what was developed and how the product impacted the professors who had contact with the research, presenting the results regarding the achievement of the defined objectives and the potential for replicating the product in other environments.