Percepções dos alunos de pós-graduação em face da gamificação em sala de aula com Quizizz
DOI:
https://doi.org/10.35699/1983-3652.2022.36941Palavras-chave:
Educação, Aprendizagem online, Inovação pedagógica, Atitude do aluno, Jogo educativoResumo
O objetivo desta pesquisa é examinar as percepções que estudantes universitários de pós-graduação têm ao utilizar o Quizizz no contexto da disciplina de Gestão Cultural Avançada na Área Editorial, no âmbito do Mestrado em Gestão e Empreendedorismo de Projetos Culturais em uma universidade de Educação online espanhola. Para isso, levantam-se as seguintes questões de pesquisa: a) qual a percepção dos alunos sobre a utilização do Quizizz nas aulas de Gestão Cultural Avançada na Área Editorial?; b) quais variáveis identificadas nas entrevistas a maioria dos alunos de pós-graduação que usam o Quizizz vivenciam nesse contexto? e c) os dados quantitativos da pesquisa online validam os resultados das entrevistas qualitativas iniciais? Uma metodologia mista – qualitativa e quantitativa – é utilizada para responder às questões formuladas e conclui-se que a percepção dos alunos de pós-graduação em relação ao uso do Quizizz na sala de aula virtual é positiva. O Quizizz tem um impacto positivo na motivação, empenho e dinamização da sala de aula. Finalmente, a análise quantitativa confirma amplamente a análise qualitativa.
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