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Use este identificador para citar ou linkar para este item: https://repositorio.ufpb.br/jspui/handle/123456789/29130
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dc.creatorAmaral Neto, Jose Rocha do-
dc.date.accessioned2023-11-30T20:56:46Z-
dc.date.available2023-11-30T20:56:46Z-
dc.date.issued2023-04-14-
dc.identifier.urihttps://repositorio.ufpb.br/jspui/handle/123456789/29130-
dc.description.abstractCovid-19 pandemic has impacted the world population in several ways. Schools had to modify their teaching methods, reinventing pedagogical practices and actions to students to continue learning in a new teaching and learning routine. In particular, gameful approaches (e.g., games, gamification, and simulators) were alternatives used to improve the quality of emergency remote teaching. However, the need to use these approaches on an emergency basis meant that institutions could not plan the application or analyze the impacts of these technologies. To fill this gap, we performed a qualitative study, in which four students and a teacher participated. Using thematic analysis, we explored their perception regarding the use of social gamification in emergency remote teaching compared to regular face-to-face teaching. The results indicate that some different gamification elements drew the attention of students during remote and face-to-face teaching. However, no differences were identified between the different teaching modalities. Our study contributes to the fields of educational technologies and gamification through insights into the application of social gamification in education. Index Terms—gamified education, social gamification, emergency remote teaching, covid-19, thematic analysispt_BR
dc.description.provenanceSubmitted by Karol Cipriano (karolcipriano2@gmail.com) on 2023-11-30T18:24:10Z No. of bitstreams: 3 license_rdf: 805 bytes, checksum: c4c98de35c20c53220c07884f4def27c (MD5) JoséRochadoAmaralNeto_TCC.pdf: 130806 bytes, checksum: e64852c5bdc818b3cbce2116a4a88549 (MD5) JoséRochadoAmaralNeto_TERMO.pdf: 144493 bytes, checksum: a79950d13ac2f4e950dc09d8a6c5a756 (MD5)en
dc.description.provenanceApproved for entry into archive by Jonismar Leão (jonismarkendys@ccae.ufpb.br) on 2023-11-30T20:56:46Z (GMT) No. of bitstreams: 3 license_rdf: 805 bytes, checksum: c4c98de35c20c53220c07884f4def27c (MD5) JoséRochadoAmaralNeto_TCC.pdf: 130806 bytes, checksum: e64852c5bdc818b3cbce2116a4a88549 (MD5) JoséRochadoAmaralNeto_TERMO.pdf: 144493 bytes, checksum: a79950d13ac2f4e950dc09d8a6c5a756 (MD5)en
dc.description.provenanceMade available in DSpace on 2023-11-30T20:56:46Z (GMT). No. of bitstreams: 3 license_rdf: 805 bytes, checksum: c4c98de35c20c53220c07884f4def27c (MD5) JoséRochadoAmaralNeto_TCC.pdf: 130806 bytes, checksum: e64852c5bdc818b3cbce2116a4a88549 (MD5) JoséRochadoAmaralNeto_TERMO.pdf: 144493 bytes, checksum: a79950d13ac2f4e950dc09d8a6c5a756 (MD5) Previous issue date: 2023-04-14en
dc.languageporpt_BR
dc.publisherUniversidade Federal da Paraíbapt_BR
dc.relation.ispartofTrabalho de conclusão de cursopt_BR
dc.rightsAcesso abertopt_BR
dc.rightsAttribution-NoDerivs 3.0 Brazil*
dc.rights.urihttp://creativecommons.org/licenses/by-nd/3.0/br/*
dc.subjectthematic analysispt_BR
dc.subjectIndex Termpt_BR
dc.titleExploring the use of social gamification during and after emergency remote teaching caused by covid-19pt_BR
dc.typeArtigo de Periódicopt_BR
dc.description.resumoSem resumopt_BR
dc.publisher.countryBrasilpt_BR
dc.publisher.initialsUFPBpt_BR
dc.subject.cnpqCNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAOpt_BR
Aparece nas coleções:TCC - Ciência da Computação - CCAE

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