Banca de QUALIFICAÇÃO: Luciana Santos de Assis

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
STUDENT : Luciana Santos de Assis
DATE: 06/12/2022
TIME: 10:00
LOCAL: a ser definido
TITLE:

Gamification in Organizational Workplaces: A Case Study in a Public Company


KEY WORDS:

gamification, workplace, engagement


PAGES: 73
BIG AREA: Ciências Exatas e da Terra
AREA: Ciência da Computação
SUBÁREA: Metodologia e Técnicas da Computação
SUMMARY:

Gamification is a way of using game elements and applying them in real-world contexts to motivate people and achieve a more productive environment. As it is considered a tool to increase engagement, gamification can be applied in several areas, including organizational activities. The purpose of this work is the accomplishment of a Case Study at the Brazilian Agricultural Research Corporation (Embrapa) through the analysis of the effects of a gamified solution applied in the Innovation Macroprocess, responsible for the management of research, development and innovation solutions for the sustainability of the Brazilian agribusiness. The main objective is to evaluate the effectiveness of gamification to increase employee engagement, collaboration and motivation regarding the record of activities realted to the MPI. Initially, a study of the theoretical foundations in gamification was carried out, followed by a Systematic Literature Review (SLR) to investigate the main frameworks, techniques and effects observed in gamified solutions applied in organizational environments. Subsequently, the application context of the Case Study and the work proposal to be developed at Embrapa were presented.


BANKING MEMBERS:
Interno - 1558082 - ANDRE LUIZ PERON MARTINS LANNA
Externo à Instituição - CHARLES ANDRYÊ GALVÃO MADEIRA
Presidente - 1298865 - SERGIO ANTONIO ANDRADE DE FREITAS
Externo ao Programa - 2520958 - TIAGO BARROS PONTES E SILVA
Notícia cadastrada em: 06/12/2022 09:19
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