Palavras chave

Gamificação, transmídia, aprendizagem virtual, vocação, carreira profissional, atitude, inovação, e-learning, aprendizagem baseada em jogos digitais

Resumo

Atualmente, a proliferação de aplicativos baseados em gamificação e especialmente na chamada Aprendizagem Baseada em Jogos Digitais (Digital Game-based Learning- DGBL) abre um panorama de elevado potencial educacional. No presente estudo, são apresentados os resultados do desenvolvimento de um projeto baseado em um ambiente web gamificado e realizado ad hoc, complementado com recursos transmídia e com vistas à divulgação científica e à promoção de vocações em ciência e tecnologia (C&T) em adolescentes, que estão precisamente na faixa etária na qual se configura a preferência vocacional. A diminuição das vocações em C&T é um dos maiores problemas atuais para a sociedade de desenvolvimento tecnológico na qual nos encontramos, com o declínio generalizado de profissionais em áreas-chave para o desenvolvimento econômico e o progresso. Após a realização de uma pesquisa antes da participação no projeto e da mesma pesquisa após a conclusão deste, os resultados obtidos indicam a elevada eficiência de projetos desse tipo, projetados com base em experimentação on-line, no conhecimento de casos reais da atividade de pesquisa e a comunicação de valores e atitudes científicos apropriadas à população-alvo. Os participantes aumentam significativamente o seu interesse pela profissão científica, pela atividade de pesquisa e seu benefício social, demonstrando a aquisição de conhecimentos e habilidades científicos e destacando seu interesse pela temática tratada.

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Technical information

Recebido: 24-07-2017

Revisado: 10-10-2017

Aceite: 13-12-2017

Pré-impressão: 15-02-2018

Data de publicação: 01-04-2018

Tempo de revisão do artigo: 78 dias | Tempo médio de revisão do número 55: 54 dias

Tempo de aceitação do artigo: 142 dias | Tempo médio de aceitação do número 55: 93 dias

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Tempo de processamento do artigo: 251 dias | Tempo médio de processamento do número 55: 206 dias

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López-Belmonte, J., Segura-Robles, A., Fuentes-Cabrera, A., & Parra-González, M. E. (2020). Evaluating activation and absence of negative effect: Gamification and Escape Rooms for learning. International Journal of Environmental Research and Public Health, 17(7), 2224.

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Almela-Baeza, J., Febrero, B., Ros, I., Pérez-Sánchez, M. B., Pérez-Manzano, A., Rodríguez, J. M., ... & Martínez-Alarcón, L. (2020, March). The Influence of Mass Media on Organ Donation and Transplantation in Older People. In Transplantation Proceedings (Vol. 52, No. 2, pp. 503-505). Elsevier.

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Эрдынеева, К. Г., & Васильев, А. А. (2020). Формирование цифровой культуры обучающихся колледжа: субъектно-деятельностный подход3. Ученые записки Забайкальского государственного университета, 15(1), 22-31.

http://www.uchzap.com/ru/journals/1447#page=22

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Pérez-Manzano, A., & Almela-Baeza, J. (2018). Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents. [Gamificación transmedia para la divulgación científica y el fomento de vocaciones procientíficas en adolescentes]. Comunicar, 55, 93-103. https://doi.org/10.3916/C55-2018-09

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