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Estrutura da Tese

No documento Gamificação no Ensino da Gestão (páginas 33-39)

Esta Tese está estruturada em três seções principais. Esta primeira secção é composta pela Introdução, que fornece uma panorâmica transversal da literatura alusiva ao conjunto de artigos que compõem o corpo da tese, sendo também detalhados os objetivos e questões de investigação, as unidades de análise e os métodos subjacentes. A segunda seção é composta por sete capítulos o que corresponde a sete estudos empíricos. A terceira, e última secção, apresenta as considerações finais da tese, as conclusões e os contributos originados pela investigação. Uma síntese da estrutura da Tese é apresentada na Figura 5.

Figura 5 – Estrutura da Tese

Capitulo 9

Conclusões Implicações e Contributos da investigação Limitações e futuras linhas de investigação

Capitulo 8

Gamificação no ensino da gestão - Relação entre os principais construtos

Capitulo 7

A influência dos factores sociais na atitude dos estudantes para utilizar recursos gamificados como ferramentas de aprendizagem

Capitulo 6

Jogue novamente - Como é que os jogos sérios melhoram a imersão na aprendizagem da Gestão?

Capitulo 5

Motivação dos alunos da área da Gestão com (sem) a utilização da Gamificação

Capitulo 4

Escala Académica da Motivação – Adaptação, Aplicação e Validação em estudantes da área da Gestão

Capitulo 3

Gamificação no Ensino em geral e da Gestão em particular – Mapeamento da Literatura

Capitulo 2

Gamificação no Ensino– Revisão da Literatura e proposta de modelo conceptual de investigação

Capitulo 1

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CAPÍTULO 2

Gamificação no Ensino – Revisão da Literatura e proposta de modelo

conceptual de investigação

Resumo

A qualidade do ensino é, cada vez mais, fundamental para o sucesso de qualquer instituição seja qual for o nível de ensino. Nesse sentido, a Gamificação é uma ferramenta utilizada para incrementar a qualidade do processo de ensino ajudando professores e alunos a atingirem os seus objetivos de curto, médio e longo prazos. Tendo em consideração a problemática enunciada e a sua consequente importância, tanto em termos académicos como para a sociedade em geral, este artigo tem como objetivo geral a realização e uma revisão da literatura e proposta de um modelo conceptual de investigação sobre a aplicação da Gamificação como ferramenta orientada para a melhoria da qualidade do processo de ensino.

Como objetivos específicos pretende-se realizar uma revisão da literatura mais relevante sobre a aplicação da gamificação a contextos educacionais, assim como descrever quais são as principais temáticas e construtos da gamificação.

Para a realização desta revisão de literatura, foi utilizado um protocolo de pesquisa e critérios de refinamento, no qual se definiram etapas concretas de execução da pesquisa e análise da literatura baseada em artigos científicos publicados na base dados ISI Web of Science e na Scopus.

Palavras-Chave:

Gamification; Games Based Learning; Education; Management; Motivation; Flow; Attitude; Perceived Learning

No documento Gamificação no Ensino da Gestão (páginas 33-39)