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Master's Dissertation
DOI
https://doi.org/10.11606/D.27.2020.tde-09012020-163930
Document
Author
Full name
Raquel de Castro Dantas Cavalcante Neris
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2019
Supervisor
Committee
Antunes, Luiz Guilherme de Carvalho (President)
Consani, Marciel Aparecido
Onça, Fabiano Alves
Vassão, Caio Adorno
Title in Portuguese
Método de design de jogos digitais educativos para uso no contexto escolar
Keywords in Portuguese
Design centrado no usuário
Jogos educativos
Jogos eletrônicos
Metadesign
Pesquisa construtiva
Abstract in Portuguese
Jogos digitais para fins educacionais não têm sido capazes de renovar os processos tradicionais de ensino e aprendizagem. Há algumas razões para isso: o fato de alguns jogos serem muito simples, induzirem a atividades repetitivas, não suportarem curvas de aprendizagem adequadas, e proporcionarem uma interatividade limitada. Isso posto, o objetivo principal dessa dissertação é propor e avaliar método para design de jogos digitais educativos que facilitem os processos de ensino e aprendizagem no ambiente escolar. Para isso, utilizou-se a Design Science Research Methodology, ou Pesquisa construtiva, que visa produzir um artefato e contribuir para desenvolvimento de teoria útil para resolver problemas práticos. A pesquisa iniciou-se com exame de estudo de caso: o jogo digital "Edu no Planeta das Galinhas". Trata-se de ferramenta de educação financeira para estudantes do Ensino Fundamental. Foram conduzidas entrevistas com a equipe de desenvolvimento do referido jogo. Concluída essa etapa, elaborou-se método para desenvolvimento de jogos digitais, incluídos metarrequisitos, equipe necessária, e atividades e sua descrição, desde a reunião inicial, chamada kickoff, até validação e atualização do produto minimamente viável (MVP). Com base no método proposto, novas entrevistas foram conduzidas: com alunos e professores usuários do jogo adotado como estudo de caso na perspectiva do produto, e com especialistas no desenvolvimento de tecnologias educativas e/ou jogos digitais com enfoque no processo. Avaliação do método proposto revelou sua capacidade de demonstrar cumprimento dos metarrequisitos e de evidenciar falhas, as quais estão relacionadas às atividades para desenvolvimento de jogos digitais. Avaliação do método também confirmou as habilidades necessárias para os desenvolvedores de jogos.
Title in English
-
Keywords in English
Design Science Research
Educational games
Electronic games
Metadesign
User-centered design
Abstract in English
Digital games for educational purposes have not been able to renew the traditional processes of teaching and learning. There are some reasons for this: the fact that some games are very simple, the inducing of repetitive activities, not supporting adequate learning curves, and the providing of limited interactive activity. That said, the main goal of this dissertation is to propose and to assess a design method for educational digital games that facilitate the teaching and learning processes in the school environment. For this, it has been used the Design Science Research Methodology, which aims to produce an artifact and to contribute to the development of a useful theory to solve practical problems. The research started with the exam of a case study: "Edu no Planeta das Galinhas" digital game. It is a financial literacy tool for students of Brazilian elementary school. Interviews were conducted with the development team of the game. After completing this step, a method for the development of digital games was proposed, including meta-requirements, needfull staff, and activities and their description, from the initial meeting, called kickoff, to the validation and updating of the Minimum Viable Product (MVP). Based on the proposed method, new interviews were conducted: from the product perspective with student users and teacher users of the game adopted as case study, and focused on the process with specialists in the development of educational and/ or digital technologies. Evaluation of the proposed method revealed its capacity to demonstrate compliance with meta-requirements, and its capacity to expose flaws, which are related to those activities for the developmenet of digital games. Evaluation of the method also confirmed those skills required for game developers.
 
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Publishing Date
2020-01-09
 
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