Banca de DEFESA: LAÉRCIO PESSOA MENDONÇA JÚNIOR

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
DISCENTE : LAÉRCIO PESSOA MENDONÇA JÚNIOR
DATA : 13/06/2025
HORA: 19:00
LOCAL: google meet (meet.google.com/gyz-bkbc-xox)
TÍTULO:

GAMIFICATION AND TEACHING HISTORY: USING THE TIBIA GAME IN CLASSES ABOUT THE MIDDLE AGES


PALAVRAS-CHAVES:

Gamification. Active methodologies. Playfulness. Teaching History. MMORPG in education.


PÁGINAS: 136
GRANDE ÁREA: Ciências Humanas
ÁREA: História
RESUMO:

This research investigates the potential of gamification in the teaching of History through the use of the electronic game Massively Multiplayer Online Role-Playing Game (MMORPG) Tibia, with an emphasis on addressing content about the Middle Ages. The study consisted of the creation of a programmed server exclusively for students, as well as the development of a personalized map with themed rooms containing historical elements, which allowed the construction of an immersive learning experience. The pedagogical proposal was based on active teaching methodologies, focusing on the student as an agent of their own learning process. Through the exploration of a collaborative digital environment, students were able to not only reinforce their knowledge about the medieval period, but also develop critical skills, such as the ability to contextualize historical events and identify anachronisms frequently presented in the collective imagination about the Middle Ages. The research was qualitative in nature and was conducted in three different stages: initial diagnosis, pedagogical intervention, and final evaluation. Initially, questionnaires were administered to identify students' prior knowledge about the Middle Ages, their experiences with digital technologies, and their expectations regarding the use of electronic games in an educational context. Students then participated in gamification in the digital environment of Tibia, where they completed missions and interacted with symbolic elements from the medieval period, favoring the construction of historical narratives mediated by the game. Finally, new questionnaires were administered to verify the evolution of specific knowledge related to the subject, the criticality regarding the use of the game, and the impacts of the experience on the learning process. The results indicate significant advances in students' ability to relate historical content to the context experienced in the game, in addition to greater engagement in classes and a deeper understanding of concepts about the Middle Ages. The analysis was also supported by data from the National Institute of Studies and Educational Research Anísio Teixeira (INEP) on the inclusion of digital technologies in teaching practices and by specialized literature on education, technologies, and gamification. It can be concluded that the use of electronic games such as Tibia, when adapted to the educational context, can constitute an effective tool in the
mediation of historical knowledge, contributing to the innovation of teaching practices and to the strengthening of meaningful and critical learning.


MEMBROS DA BANCA:
Presidente - 5373 - ANDRÉ VICTOR CAVALCANTI SEAL DA CUNHA
Interno - 713.364.863-68 - ISAÍDE BANDEIRA DA SILVA - UECE
Externo à Instituição - ARNADO PINTO JUNIOR - UNICAMP
Notícia cadastrada em: 12/06/2025 13:01
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