CURRICULAR INNOVATION: GAMMED LEARNING PROCESSES MEDIATED BY DIGITAL TECHNOLOGIES

This article reports an experience developed in the educational computing curriculum component of the Department of Computing, UFS, in the 2019/2 academic semester. It aims to analyze the development process of gamification proposals from the perspective of interdisciplinary and collaborative knowle...

Descripción completa

Detalles Bibliográficos
Autores: Conceição, Sheilla Silva da, Dias Leão, Gabriel Augustus de Aquino, Schneider, Henrique Nou
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2021
País:Brasil
Institución:Pontifícia Universidade Católica de São Paulo (PUC-SP)
Repositorio:Revista e-Curriculum
Idioma:portugués
OAI Identifier:oai:ojs.pkp.sfu.ca:article/49142
Acceso en línea:https://revistas.pucsp.br/index.php/curriculum/article/view/49142
Access Level:acceso abierto
Palabra clave:Currículo
Processos de aprendizagem
Gamificação
Tecnologias digitais.
Currículum
Procesos de aprendizaje
Gamificación
Tecnologías digitales
Curriculum
Learning processes
Gamification
Digital technologies
Descripción
Sumario:This article reports an experience developed in the educational computing curriculum component of the Department of Computing, UFS, in the 2019/2 academic semester. It aims to analyze the development process of gamification proposals from the perspective of interdisciplinary and collaborative knowledge construction. It is a research approved by the official scientific initiation level program at UFS. It is a participant-intervention type, based on Thiollent (2011), in collective discussion processes for curriculum innovation mediated by digital technologies. The gamification proposals built by the students and their reports on Google Form meet the curricular knowledge articulated with other areas of knowledge, thus being confirmed as a significant experience for the construction and reconstruction of knowledge.