FlipUFSC Estratégia de Gamificação como Alternativa Pedagógica para o Período Pré-vestibular

The Federal University of Santa Catarina’s entrance exam is the primary means of admission to the institution. This period often induces anxiety, fear, insecurity, and distress among students. Reflecting on the potential of teaching methodologies to ensure the necessary competencies and mitigate tensions during exam preparation, the inclusion of digital games in education has proven to be a positive approach. This work presents the development process of the educational game FlipUFSC — modeled after an arcade game and employing the Design Science Research Methodology (DSRM) — which integrates questions sourced from UFSC’s entrance exams. Thus, it aims to contribute to ensuring inclusive, equitable, and quality education, as established in Goal 4 (Quality Education) of the United Nations Sustainable Development Goals (SDGs), by making this preparatory period more engaging in order to support access to higher education.

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Publication Details

Journal
Anais do Computer on the Beach
Published
2025-05-27
DOI
https://doi.org/10.14210/cotb.v16.p564-566
Primary Topic
Physical Education and Gymnastics
Type
article
Field-Weighted Citation Impact
0.00
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article

FlipUFSC Estratégia de Gamificação como Alternativa Pedagógica para o Período Pré-vestibular

Fabrício Herpich, Patrícia Jantsch Fiuza, Arthur Moreira CARDOSO, Luís Antônio Scarabelot Fiabani et al.
Anais do Computer on the Beach
Physical Education and Gymnastics
article

FlipUFSC Estratégia de Gamificação como Alternativa Pedagógica para o Período Pré-vestibular

Fabrício Herpich, Patrícia Jantsch Fiuza, Arthur Moreira CARDOSO, Luís Antônio Scarabelot Fiabani, Diva Moreira de Souza Hennemann
article en

Abstract

The Federal University of Santa Catarina’s entrance exam is the primary means of admission to the institution. This period often induces anxiety, fear, insecurity, and distress among students. Reflecting on the potential of teaching methodologies to ensure the necessary competencies and mitigate tensions during exam preparation, the inclusion of digital games in education has proven to be a positive approach. This work presents the development process of the educational game FlipUFSC — modeled after an arcade game and employing the Design Science Research Methodology (DSRM) — which integrates questions sourced from UFSC’s entrance exams. Thus, it aims to contribute to ensuring inclusive, equitable, and quality education, as established in Goal 4 (Quality Education) of the United Nations Sustainable Development Goals (SDGs), by making this preparatory period more engaging in order to support access to higher education.

Anais do Computer on the Beach
Universidade Federal de Santa Catarina (BR)
Openalex Percentile: Top 88%
Physical Education and Gymnastics
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