Programa de Pós-Graduação em Ciências Contábeis

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  • Master Thesis
    Efeitos da gamificação no processo de ensino aprendizagem dos alunos de Graduação em Ciências Contábeis e Administração
    (Universidade Federal do Rio Grande do Norte, 2024-08-12) Freitas, Susane de Queiroz Vale; Martins, Joana Darc Medeiros; https://orcid.org/0000-0002-5067-0219; http://lattes.cnpq.br/1982549166498884; https://orcid.org/0000-0002-9250-8666; http://lattes.cnpq.br/2020009565331510; Lucena, Edzana Roberta Ferreira da Cunha Vieira; Santiago, Josicarla Soares
    The objective of this study is to analyze the effects of gamification on the performance of Accounting and Business Administration students, examining how the integration of game elements in teaching can influence engagement, motivation, and academic performance in accounting subjects, either by facilitating decision-making or by developing problem-solving skills. Using a qualitative approach, the methodology included the application of a gamified activity, followed by focus group and individual interviews to assess students' perceptions, triangulated with participant observation. The research was conducted at a higher education institution in Caicó/RN during the 2024.1 academic semester, and the sample included 47 students. The results demonstrate that gamification had a positive impact on students' engagement and motivation, creating a more dynamic, collaborative, and interactive learning environment. The application of this methodology facilitated the understanding of complex accounting concepts and improved students' decision-making abilities, which are essential elements in developing professional competencies. However, the research also identified limitations, such as the restriction to only one higher education institution and two specific courses, which may limit the generalization of the results. This suggests that future studies should expand to other management and business fields to more broadly explore the potential of gamification in higher education. In conclusion, gamification shows promising potential to enhance the learning experience in higher education, contributing to the development of more engaged and well-prepared professionals.