O uso da gamificação aplicada em dispositivos móveis como ferramenta de apoio ao ensino ambiental no bosque da UTFPR campus Medianeira

The accelerated urbanization process of the cities has drastically reduced the presence of green areas in these population centers. Faced with this problem, the need for conservation of the remaining spaces arises, as is the case of the UTFPR's Woods, Medianeira Campus, which is used as a teach...

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Autor principal: Silva, Leticia Souza da
Formato: Trabalho de Conclusão de Curso (Graduação)
Idioma: Português
Publicado em: Universidade Tecnológica Federal do Paraná 2023
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Acesso em linha: http://repositorio.utfpr.edu.br/jspui/handle/1/31332
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Resumo: The accelerated urbanization process of the cities has drastically reduced the presence of green areas in these population centers. Faced with this problem, the need for conservation of the remaining spaces arises, as is the case of the UTFPR's Woods, Medianeira Campus, which is used as a teaching environment for the teaching/learning of Environmental Education. Environmental education aims to convey the concepts and importance of preservation and ecological awareness to everyone and should be worked on during the entire educational process. Thus, professionals in the area are increasingly seeking and adopting new ways to make the learning process more engaging and interesting to students, and one of the methodologies that has been adopted, aiming at these goals, is the use of gamification. Gamification is the use of game mechanics in non-game situations, such as the use of ranking and scoring systems, in order to instigate and motivate the performance of activities. The goal of this work is to develop gamified activities for the application Adventure with Bako, which is a support tool for environmental education actions carried out in the UTFPR Forest, Medianeira Campus. For this work some species from the trail were selected to be used, either their names or images. Three gamified activities were developed: Memorizing with Bako, Bako's Wordsearch and BakoQuizz, using the Flutter framework and materials related to the Forest and to the environment in general, such as texts and images. The activities when incorporated to the application allow the user, besides hiking and having access to information about the species, to earn points and help Bako to conserve nature. Based on the results obtained, it is possible to develop gamified activities using the proposed materials, and to use gamification as a tool to support activities focused on environmental education.