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Abstract(s)
Os jogos sérios introduzem uma finalidade extra além do entretenimento, como a aprendizagem.
A aprendizagem baseada em jogos pode promover a motivação dos alunos, aumentando
assim sua eficácia, e embora jogos sérios sejam explicitamente projetados para
a aprendizagem, se bem planejados e a aprendizagem ocorrer como uma consequência do
jogo, podem ser categorizados como aprendizagem informal.
O principal objetivo desta dissertação é propor e avaliar uma forma de aprendizagem
informal com base em jogos, assim, descreve-se o desenvolvimento de um jogo sério para
dispositivos móveis, denominado Escolha, tendo como principal forma de jogabilidade a
mecânica de deslizar cartas para direita ou esquerda, a fim de permitir ao jogador realizar
decisões diante situações no papel de um gestor empresarial. As situações apresentadas
ao jogador são contextualizadas de acordo com o assunto da aprendizagem.
Foram realizadas avaliações do jogo com 61 alunos de 4 cursos do IPB a fim de obter
resultados do impacto do jogo na aprendizagem de cibersegurança. As avaliações ocorreram
por meio de questionários sobre as percepções sobre jogos dos alunos, questionário
sobre o jogo, e exames antes e após os alunos jogarem. Os resultados indicam que o jogo
foi bem avaliado, destacando os aspectos gráficos e a mecânica de deslizar as cartas. O
deck de cibersegurança, incluindo o peso das consequências, situações e escolhas também
obtiveram boas avaliações, mas no âmbito da aprendizagem, não foi possível afirmar que
o jogo proposto nesta dissertação permitiu a aprendizagem do conteúdo de cibersegurança
por parte dos alunos.
Serious games introduce an additional purpose beyond entertainment, such as learning. Game-based learning can promote student motivation, increase the effectiveness, and although serious games are explicitly designed for learning, if well-planned and learning occurs as a consequence of the game, it can be categorized as informal learning. The main objective of this dissertation is to propose and evaluate a form of informal learning based on games, thus, it describes the development of a serious game for mobile devices, named Escolha, having as main form of gameplay the mechanics of swiping cards to the right or to the left, in order to allow the player to make decisions regarding situations in the role of a business manager. The situations presented to the player are contextualized according to the subject of the learning. Assessments about the game were carried out with 61 students from 4 IPB courses in order to obtain results of the impact of the game in cybersecurity learning. Assessments were conducted through questionnaires about student perceptions of games, game questionnaire, and exams before and after students played. The results indicate that the game was well evaluated, highlighting the graphical aspects and the mechanics of swiping the cards. The cybersecurity deck, including consequences, situations and choices also obtained good evaluations, but in the context of learning, it was not possible to conclude that the game proposed in this dissertation allowed students to learn the content of cybersecurity.
Serious games introduce an additional purpose beyond entertainment, such as learning. Game-based learning can promote student motivation, increase the effectiveness, and although serious games are explicitly designed for learning, if well-planned and learning occurs as a consequence of the game, it can be categorized as informal learning. The main objective of this dissertation is to propose and evaluate a form of informal learning based on games, thus, it describes the development of a serious game for mobile devices, named Escolha, having as main form of gameplay the mechanics of swiping cards to the right or to the left, in order to allow the player to make decisions regarding situations in the role of a business manager. The situations presented to the player are contextualized according to the subject of the learning. Assessments about the game were carried out with 61 students from 4 IPB courses in order to obtain results of the impact of the game in cybersecurity learning. Assessments were conducted through questionnaires about student perceptions of games, game questionnaire, and exams before and after students played. The results indicate that the game was well evaluated, highlighting the graphical aspects and the mechanics of swiping the cards. The cybersecurity deck, including consequences, situations and choices also obtained good evaluations, but in the context of learning, it was not possible to conclude that the game proposed in this dissertation allowed students to learn the content of cybersecurity.
Description
Keywords
Aprendizagem informal Jogos sérios Aprendizagem baseada em jogos