Dissertação
SchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
Date
2021-03-15Author
Silva, Juliano Rossato da
Institutions
Abstract
The technologies inserted in our daily lives advance rapidly. However, in the school
context, such advances are not always observed when evaluating the teaching and
learning methodologies applied and integrated into teaching practice. In view of this,
adding digital technologies to active teaching methodologies in the classroom can be a
way to enhance the degree of engagement, motivation and learning of students, with a
view to promoting significant learning practices. For this, we also need educational
technologies that favor the integration of theoretical assumptions such as those arising
from the inverted classroom and gamification in the interface of digital tools so that
these concepts are effectively explored inside and outside the classroom. Based on
these assumptions, this dissertation proposed to the Graduate Program in Educational
Technologies in Network, in the line of research Development of Educational
Technologies in Network, aims to develop a mobile application for use by high school
students and technical, which allows proposing classes in the ubiquitous modality,
combining assumptions of the Inverted Classroom approach and the use of
Gamification strategies. In this research, mixed methods were used for data collection,
from an exploratory bibliographic research, with a qualitative and applied approach to
collect databased on a case study to support the development of the mobile application
for use at school. In addition, the potential users (teachers and students) were
interviewed to obtain data to diagnose, plan, develop and evaluate the application. After
systematizing the requirements survey, the application interface, programming and its
management environment were elaborated. As a developed educational tool, it offers
the SchoolGamify application, with an interface developed to student and teacher´s
uses. The prototype’ s interface is organized to receive school contents to the used in
different class moments (before, during and after) as well as it includes virtual space to
submit challenges, add educational materials in different formats (ppt, pdf, audio,
videos, images) by the teacher, and to management, it includes the ranking system, the
activities system, the gamification system (with suggestion of points and badges). The
prototype is available online at http://31.220.62.122/schoolgamify/ to download and for
monitoring statistics. Results suggest that SchoolGamify has potential to be used in the
school context, however teacher and students are still lacking understanding about the
active methodologies and how to explore mobile application in favor of the learning processes in the school context.