Thus, Figure 6 presents the word cloud chart that
aims to present the terms according to their degree
of occurrence in the participants' evaluative reports,
evidencing the feelings most cited by the
participants.
7 CONCLUSION
This paper presented the results of a qualitative
analysis of a case study that aimed to analyze the
suitability of a gamification to support the teaching
and learning of the knowledge management assets
and process, aligned with training in the Information
Technology area, in remote mode.
The results obtained from the SWOT analysis
with the participants make it possible to answer the
RQ1: Do the instruments and activities developed
fulfill the purpose of stimulating the knowledge
management process? We conclude that yes, since
the use of this gamification proposal allowed
participants to produce and socialize different
knowledge, positively impacting this process, as
could be seen by the SWOT analysis. However, it is
necessary to readjust several points regarding the
adaptation of the instruments to the remote modality.
In addition, for greater efficiency, it is necessary to
implement a collaborative tool to automate the
administrative routines of the dynamics.
In the same way, the results obtained with the
affective analysis made possible the answer of RQ2:
Did the participants show satisfaction during the
application of the gamified dynamics? We conclude
that yes, since the analysis pointed to an evolution of
the feelings reported during the gamification
iterations, corroborating the achievement of a better
performance in the dynamics. In addition,
participants could perceive the need to readjust
personal goals so that they become tangible and
satisfying.
As future works, the authors suggest: the
implementation of a serious game based on this
gamified proposal and the application in a group of
the Information Technology course, in the remote
modality, to verify its adequacy and efficiency in the
knowledge management process.
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