dc.contributorReis, Susana Cristina dos
dc.contributorhttp://lattes.cnpq.br/3804571013104935
dc.contributorMelo, Amanda Meincke
dc.contributorBrackmann, Christian Puhlmann
dc.creatorSilva, Juliano Rossato da
dc.date.accessioned2021-06-28T20:36:43Z
dc.date.accessioned2022-10-07T22:13:55Z
dc.date.available2021-06-28T20:36:43Z
dc.date.available2022-10-07T22:13:55Z
dc.date.created2021-06-28T20:36:43Z
dc.date.issued2021-03-15
dc.identifierhttp://repositorio.ufsm.br/handle/1/21243
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/4035786
dc.description.abstractThe 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.
dc.publisherUniversidade Federal de Santa Maria
dc.publisherBrasil
dc.publisherEducação
dc.publisherUFSM
dc.publisherPrograma de Pós-Graduação em Tecnologias Educacionais em Rede
dc.publisherCentro de Educação
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.subjectSala de aula invertida
dc.subjectGamificação
dc.subjectAplicativo para celular
dc.subjectSchoolGamify
dc.subjectFlipped classroom
dc.subjectGamification
dc.subjectTechnologies
dc.subjectMobile application
dc.titleSchoolGamify: uma proposta de aplicativo mobile para implementar a gamificação e a sala de aula invertida no contexto escolar
dc.typeDissertação


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