Utilização de elementos de jogos para desenvolvimento profissional : um estudo de múltiplos casos
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Tipo
TCC
Data de publicação
2024
Periódico
Citações (Scopus)
Autores
Valverde, Douglas Santos
Orientador
Homrich, Aline Sacchi
Título da Revista
ISSN da Revista
Título de Volume
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Programa
Resumo
A evolução tecnológica ocorre de maneira exponencial globalmente, trazendo inúmeros
benefícios à sociedade, como o acesso facilitado à informação e o surgimento contínuo de
inovações. Esse cenário sugere a adaptação mandatória das gerações mais jovens. Os
conhecidos nativos digitais, nasceram na era das tecnologias e das redes sociais. Surge, então,
a indagação sobre como melhorar os métodos de aprendizagem nas instituições de ensino e
treinamento de colaboradores no contexto corporativo. Neste contexto, a integração de
elementos de jogos, com sistemas de recompensa e competição, como os existentes em
aplicativos voltados para o público jovem, torna-se uma estratégia promissora para engajar
tanto alunos quanto jovens funcionários do ambiente corporativo. Essa abordagem
frequentemente envolve a nova geração por meio de um sistema de treinamento que também
estimula a produtividade por meio da competição e indicadores performance. A partir desta
contextualização, este estudo teve como objetivo investigar a utilização de elementos de jogos
para o desenvolvimento profissional tanto no ambiente corporativo quanto no ambiente de
ensino superior. Para isso, propõe-se uma análise por meio de estudo de caso múltiplo
envolvendo duas instituições de ensino superior e uma empresa multinacional. Os resultados
sugerem que a adoção de jogos sérios no ensino superior decorre de sua capacidade de
proporcionar uma experiência educacional imersiva e alinhada aos objetivos curriculares, mas
que há trade-offs importantes relacionados à seleção de conteúdo e tempo de jogo a serem
levados em consideração. Enquanto a gamificação no treinamento corporativo é impulsionada
principalmente pela busca por resultados e competição. Essa diferenciação pode ser atribuída
às características específicas de cada abordagem e aos objetivos distintos que visam alcançar.
Technological evolution occurs exponentially globally, bringing countless benefits to society, such as easier access to information and the continuous emergence of innovations. This scenario suggests mandatory adaptation for younger generations. The well-known digital natives were born in the era of technology and social networks. The question then arises about how to improve learning methods in educational and employee training institutions in the corporate context. In this context, the integration of game elements, with reward and competition systems, such as those existing in applications aimed at young audiences, becomes a promising strategy to engage both students and young employees in the corporate environment. This approach often involves the new generation through a training system that also stimulates productivity through competition and performance indicators. Based on this contextualization, this study aims to investigate how the use of game elements for professional development both in the corporate environment and in the higher education environment can generate better results. To this end, an analysis is proposed through a multiple case study involving two higher education institutions and a multinational company. The results suggest that the adoption of serious games in higher education stems from their ability to provide an immersive educational experience aligned with curricular objectives, but that there are important trade-offs related to content selection and game time to be taken into consideration. While gamification in corporate training is mainly driven by the search for results and competition. This differentiation can be attributed to the specific characteristics of each approach and the distinct objectives they aim to achieve.
Technological evolution occurs exponentially globally, bringing countless benefits to society, such as easier access to information and the continuous emergence of innovations. This scenario suggests mandatory adaptation for younger generations. The well-known digital natives were born in the era of technology and social networks. The question then arises about how to improve learning methods in educational and employee training institutions in the corporate context. In this context, the integration of game elements, with reward and competition systems, such as those existing in applications aimed at young audiences, becomes a promising strategy to engage both students and young employees in the corporate environment. This approach often involves the new generation through a training system that also stimulates productivity through competition and performance indicators. Based on this contextualization, this study aims to investigate how the use of game elements for professional development both in the corporate environment and in the higher education environment can generate better results. To this end, an analysis is proposed through a multiple case study involving two higher education institutions and a multinational company. The results suggest that the adoption of serious games in higher education stems from their ability to provide an immersive educational experience aligned with curricular objectives, but that there are important trade-offs related to content selection and game time to be taken into consideration. While gamification in corporate training is mainly driven by the search for results and competition. This differentiation can be attributed to the specific characteristics of each approach and the distinct objectives they aim to achieve.
Descrição
Palavras-chave
gamificação , jogos sérios , desenvolvimento profissional , ensino , empresas , gamification , serious games , professional development , teaching , companies