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O uso da gamificação como estratégia didática na capacitação de professores para o uso de softwares educativos
Author(s) -
Bruno Santos Ferreira
Publication year - 2015
Language(s) - English
Resource type - Dissertations/theses
DOI - 10.26512/2015.04.d.18874
Subject(s) - adaptation (eye) , process (computing) , point (geometry) , educational software , computer science , style (visual arts) , software , mechanism (biology) , mathematics education , pedagogy , psychology , epistemology , mathematics , philosophy , geometry , archaeology , neuroscience , history , programming language , operating system
This research project focuses on the use of gamification as a teaching strategy, more precisely in the teachers' training during the use of educational software (ES). This will be analyzed through our case-study, the mathematical software GGBook. The starting point of our research is the assumption that the use of gamification in educational tools of teacher training makes the learning situation more effective. Indeed, mechanisms of gamification like motivation increase interest. We correlate those mechanism with the Theory of Kolb of the learning styles. This latter exposes four different ways individuals engage with a learning situation depending on their knowledge construction process. Those two perspectives implies that for an educational software to be effective, a certain adaptation to the user is needed. In order to verify this possible merging, we have developed an educational teacher training plug-in (SiGA) that takes into consideration the learning style of the teacher and adapts the needed functions and motivation according to it. Like mentioned above, this has been tested on the software GGBOOK through a qualitative approach of the case study. More details will be given in this research regarding our theoretical framework, methodology, data collection instruments, results as well as our limitations and further possible research. Finally, it is important to mention that our research received financial support from the National Scientific and Technological Development (CNPq), which subsidizes studies exchanges and data collection at the University of Laval (Canada) and is part of the Brazil-Canada international cooperation research project on the possibilities of gamification in education. It was also sponsored by the Coordination to Support Higher Education Personnel Training (CAPES) and the Graduate Program of Education of the University of Brasilia, in the form of scholarships for Masters studies.

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