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...
| Autores: | , , |
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| 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 |
| 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. |
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