dc.contributorPinto, Angela Emilia de Almeida
dc.contributorPinto, Angela Emilia de Almeida
dc.contributorLeite, Álvaro Emílio
dc.contributorSaavedra Filho, Nestor Cortez
dc.creatorBrizola, Alana Stefany
dc.date.accessioned2021-02-17T16:42:38Z
dc.date.accessioned2022-12-06T15:12:33Z
dc.date.available2021-02-17T16:42:38Z
dc.date.available2022-12-06T15:12:33Z
dc.date.created2021-02-17T16:42:38Z
dc.date.issued2020-08-29
dc.identifierBRIZOLA, Alana Stefany. Gamificação: uma proposta de aplicação da plataforma Classcraft nas aulas de matemática do ensino médio. 2020. Trabalho de Conclusão de Curso (Especialização em Tecnologia, Comunicação e Técnicas de Ensino) - Universidade Tecnológica Federal do Paraná, Curitiba, 2020.
dc.identifierhttp://repositorio.utfpr.edu.br/jspui/handle/1/24279
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5262379
dc.description.abstractThe world is undergoing major technological changes resulting from globalization, where communication and connections are maintained without borders, this results in a new generation of individuals who feel the need to use different media for cognitive, economic, personal and social development. In this context, the school has the great challenge of adapting to this new reality, adopting significant methodologies that meet the needs of the target audience. In this sense, since gamification is defined as the use of technological tools for the development of skills in certain areas of knowledge, it can be used in order to motivate and facilitate the learning of individuals in real training and learning situations. The implementation of technological platforms in different contexts allows greater collective interest in developing new skills and competences. The purpose of this research project is to study the feasibility of implementing the Classcraft platform as an educational tool in high school mathematics classes, through gamification, thus enabling greater student participation, facilitating learning and ensuring success in the expected results. The benefits go far beyond the simple act of playing, as it stimulates and develops behaviors related to the fulfillment of rules, achievement of objectives and goals through challenges, cooperation and group work in a playful way, establishing affective bonds with other players, as well as mutual respect, stimulating productivity in a pleasant way and sharing information and learning. The results were favorable to the incorporation of this practice in the classroom, which can contribute considerably to motivate students and improve performance in the learning process.
dc.publisherUniversidade Tecnológica Federal do Paraná
dc.publisherCuritiba
dc.publisherBrasil
dc.publisherEspecialização em Tecnologias, Comunicação e Técnicas de Ensino
dc.publisherUTFPR
dc.rightsopenAccess
dc.subjectJogos educativos
dc.subjectMotivação na educação
dc.subjectAprendizagem
dc.subjectTecnologia educacional
dc.subjectEducational games
dc.subjectMotivation in education
dc.subjectLearning
dc.subjectEducational technology
dc.titleGamificação: uma proposta de aplicação da plataforma Classcraft nas aulas de matemática do ensino médio
dc.typespecializationThesis


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