dc.contributorCosta, Joacir Marques da
dc.creatorJaeger, Caroline de Andrade
dc.date.accessioned2019-02-05T14:52:14Z
dc.date.accessioned2019-05-24T19:51:35Z
dc.date.available2019-02-05T14:52:14Z
dc.date.available2019-05-24T19:51:35Z
dc.date.created2019-02-05T14:52:14Z
dc.date.issued2018-12-01
dc.identifierhttp://repositorio.ufsm.br/handle/1/15560
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/2837143
dc.description.abstractFaced with the many political and social transformations that have taken place over the years, and which had a direct impact on the educational management configurations, its administrative character, until then based on the director's supremacy, gave way to the concept of management, defined in a democratic perspective with the aim of promoting higher quality of the educational institution. However, this approach is not always easily developed, because not all the stakeholders involved can actually understand the processes that involve an institution, its problems and challenges, and contribute to important decisions through a superficial look at the scenario. Given that, the idea arises of linking school management to gamification, since a gamified proposal has the capacity to promote the engagement, collaboration and cooperation of the subjects, making them protagonists of the whole educational process. In view of these aspects, this work seeks to problematize the unfolding of a conception based on the connection of gamification to educational management. As a guideline of this research, it presents the following problematic: How does gamification contribute to school management processes from a team engagement perspective? In its general objective, it is sought to understand the possibilities of the gamification integrated to the context of the school management, in order to allow the engagement of the management team. For this, a methodology of a qualitative nature, of an applied nature, based on bibliographic studies is used, which aims to contribute to a reflection about the possibilities that this fusion can provide to the quality of school management. In the end, the research was able to identify the effectiveness of this approach in the field of School Management, concluding that it could contribute significantly to the engagement of the school community, stimulating the cooperation and collaboration of the group, who come to perceive the needs of the school through the immersion that games enable, seeking effective solutions to each problem encountered, with technology as allied to this process. Public educational policies guarantee that democratic principles should be put into practice in the day to day of schools, through the participation of the school community in decision making. And for this, it was realized that gamification has much to contribute, allowing a better understanding of the needs of the institution, seeking effective solutions in a collective and collaborative way
dc.publisherUniversidade Federal de Santa Maria
dc.publisherBrasil
dc.publisherUFSM
dc.publisherCentro de Educação
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rightsAcesso Aberto
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.subjectGestão escolar
dc.subjectGamificação
dc.subjectEngajamento
dc.subjectColaboração
dc.subjectCooperação
dc.subjectSchool management
dc.subjectGamification
dc.subjectEngagement
dc.subjectCollaboration
dc.subjectCooperation
dc.titleA gamificação como aliada à gestão educacional
dc.typeTrabalho de Conclusão de Curso de Especialização


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