Name: CAMILA FERREIRA TINELLI

Publication date: 03/12/2020
Advisor:

Namesort descending Role
THALMO DE PAIVA COELHO JUNIOR Advisor *

Examining board:

Namesort descending Role
ALEXSANDRO LUIZ DE ANDRADE Internal Examiner *
FRANCISCO DE ASSIS BOLDT External Examiner *
THALMO DE PAIVA COELHO JUNIOR Advisor *

Summary: The technology-offered opportunities modified the involvement with the services, as much in the private sphere as in the public one. In the interest of the latter, the investments took place mainly due to the technological and digital evolution and greater demands by the current society. Beginning in 2013, the Federal Court of Accounts started to measure the public governance indexes of the public sector’s agencies and entities, making use of indicators that shows the vulnerable points and in need of improvement. This means that institutions with low-levels of maturity are incapable of delivering society the desired products and services. For the improvement of this scenario, the officials need to be prepared to attend to new demands. Out of the Higher Education Institutions’ main corporate governance dimensions framework, which assists on the diagnosis of public governance, the need to propose a training in a gamified format was perceived, translated in a game for mobile devices. The initiative bases itself in the increasing usage of games for the improvement of educational actions of the holders of offices and functions critical to the public sector, just as it is already employed in the private sector. The games are motivating systems capable of producing on officials a more effective engagement than the traditional format. The problem consisted in identifying the platforms utilized for corporate governance training with use of gamification, having as main objective the proposal of a game aimed at the corporate governance training applied to the public service for use in a mobile platform in theoretical terms the model adopted is the development of a prototype. As of the methods and procedures, the qualitative dimension with exploratory research was utilized. The initial data of the literary systematic review were collected from two scientific bases, Scopus and Web of Science, which provided a panorama of publications related to the researched theme. Lastly, a questionary was applied to a focus group in order to validate the technical product generated on this research. The result was of a game aimed for the training of managers of the researched institution, with more than one version produced from some validations with the focus group. The expected technological product was characterized for training personnel using technology. The game is available for mobile devices with an Android operational system from its 5.1 version, titled Space Governance Adventures, in the infinite race style, and its new version developed in the platform style, denominated Conayn’s Adventures.

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