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AVALIAÇÃO DO ENSINO-APRENDIZAGEM SOBRE SEGURANÇA DO TRABALHO EM CANTEIROS DE OBRAS POR MEIO DA GAMIFICAÇÃO;

KARLA CRISTINA BENTES MOREIRA, SHEYLA MARA BAPTISTA SERRA;

COBENGE24

[29] 07. Formação Pedagógica dos Professores

[108] 07.4. Capacitação docente

The improvement in the teaching and learning process is constant. Gamification is a proposal for a learning strategy to streamline classroom teaching. The strategy includes inserting game mechanics and characteristics to engage, motivate, and facilitate learning. The research aims to propose evaluation instruments for the application of gamification that can measure the academic performance of Civil Engineering students in the theme of work safety. Thus, to investigate the benefits of using virtual games in undergraduate classrooms, aiming to improve academic performance, increase engagement, and streamline learning. The gamification tool chosen was Hazfinder, a hazard identification training tool from the Occupational Safety and Health Administration (OSHA). The game is a simulation for identifying and mitigating hazards over 30 days of execution on a construction site. The exploratory experiment was applied during an academic event in the form of a workshop in which undergraduate students from 1st to 10th period participated in the gamification. The quantitative research will take place through knowledge tests on the subject before and after the gamification to measure the absorption of the content, as well as tests of motivation and satisfaction of the players. The test results made it possible to measure knowledge and motivation toward the content and assess whether these factors increased. The results showed the importance of developing specific instruments for evaluating teaching-learning and confirming the hypothesis that gamification increases student engagement and improves academic performance.

gamificação; jogo sério; engenharia civil; segurança do trabalho
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