RESUMOO projeto apresentado permitiu o desenvolvimento de uma plataforma digital educacional interativa, de fácil manuseio, intuitiva, de modo a permitir a análise, o monitoramento e o seguimento do desempenho individual e coletivo. Utilizou o blended learning, que transmite a distância pela internet a maior parte dos conteúdos, e também conta com sessões presenciais, podendo ser estruturado com atividades síncronas ou assíncronas. Também utilizou o conceito de Sala de Aula Invertida (Flipped Classroom) como um modelo de aprendizagem que reorganiza o tempo gasto dentro e fora da classe, transferindo o protagonismo, no processo de aprendizado, dos educadores para os alunos, com o desenho didático de atividades programadas: estudo prévio, pré-teste, acesso aos vídeos, pós-teste, acesso aos casos clínicos como exercícios, fórum de dúvidas, chat e webfólio. Este projeto está sendo utilizado gradativamente pelos alunos do quinto ano da Faculdade de Medicina de Ribeirão Preto para o estudo do atendimento aos pacientes traumatizados, com oportunidade de discussão dos casos vivenciados durante os plantões na Unidade de Emergência do Hospital das Clínicas de Ribeirão Preto. O uso da plataforma digital criada tem sido expandido para outras disciplinas de graduação e pós-graduação, além de projetos de pesquisa. Palavras ABSTRACTThe project has been developed an interactive digital educational platform, easy to use, intuitive, to allow the analysis, monitoring and analysis of individual and collective performance. The project used the blended learning that transmits the learning contentes through on the Internet and the sessions can be structured with synchronous or asynchronous activities. It was also used the concept of flipped classroom as a learning model that reorganizes the spent time in and out of class. The main role in the learning process has been transferred of the educators to students. The didactic design of programmed activities: previous study, pretest, access to videos, post-test, access to clinical cases as exercises, forum, chat and webfolio. This project is being gradually used by the undergraduated students of the 5th year of the Ribeirão Preto School of Medicine for trauma care patients. There are the opportunity to discuss clinical cases experienced during the shifts at the Emergency Unit of the Hospital das Clínicas de Ribeirão Preto. The use of digital platform has been expanded to other undergraduate and postgraduate courses, and research projects. IntroduçãoO mundo encontra-se na quarta era da educação a distância, após o uso dos correios, da televisão, da tecnologia computacional, que é a era da interação entre o homem e a máquina, através da comunicação sincronizada, em tempo real ou não, Ensinar com as novas mídias será uma revolução se mudarmos simultaneamente os paradigmas convencionais do ensino, que mantêm distantes professores e alunos (Moran, 2001).
Despite recent advances in the personalization of education, it is still unknown how different kinds of personalization affect students’ experiences. To advance this literature, in this article, we present an experimental study with 307 participants investigating the effects of gender stereotype-based interfaces (in terms of colors and avatars stereotypes) on users’ flow experience (i.e., challenge–skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness, and autotelic experience), and performance in a gamified educational system. The main results indicate that gender stereotype-based interfaces affect users’ action–awareness merging, however, do not affect users’ performance and overall flow experience. We contribute with the basis for new studies and challenge thorough future research attempts.
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