O impacto da gamificação na educação: as abordagens tecnológicas no ensino médio

: The research aimed at a bibliographical study on the motivational effects and the process of building knowledge of high school students from the use of gamification in the classroom. The methods used in the research aim to awaken in the student interest, participation, autonomy, creativity and dia...

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Detalles Bibliográficos
Autor: MONTEIRO, Welleda das Neves
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:Brasil
Institución:Instituto Federal de Educação, Ciência e Tecnologia do Amapá (IFAP)
Repositorio:Repositório do Instituto Federal do Amapá (RIIFAP)
Idioma:portugués
OAI Identifier:oai:repositorio.ifap.edu.br:prefix/727
Acceso en línea:http://repositorio.ifap.edu.br/handle/prefix/727
Access Level:acceso abierto
Palabra clave:Tecnologia educacional
Gramificação - educação
Ambientes digitais - aprendizagem
Jogos - ambiente digital
CNPQ::CIENCIAS HUMANAS::EDUCACAO::ENSINO-APRENDIZAGEM::TECNOLOGIA EDUCACIONAL
Descripción
Sumario:: The research aimed at a bibliographical study on the motivational effects and the process of building knowledge of high school students from the use of gamification in the classroom. The methods used in the research aim to awaken in the student interest, participation, autonomy, creativity and dialogue in solving problems by applying games in the development of teaching, allowing a dynamic and interactive learning. In the bibliographical approaches about the use of gamification in school environments, the importance of the teaching methodology in the students' motivation is noted, through strategies that mobilize cognitive functions and their applicability in different scenarios. The study made it possible to understand that education professionals need to be trained for the insertion of new methodologies focused on technological knowledge that allow dialogue between groups in digital environments, aiming to provide the best experiences in the learning process.