O Uso do Kahoot, Quizziz e Quizlet como Recursos Tecnológicos para Gamificar o Ensino de Geometria na Educação Básica
DOI:
https://doi.org/10.25755/int.25093Abstract
The use of digital technologies in the classroom has become increasingly discussed at an institutional and everyday level. Active methodologies enter the Brazilian educational scenario with the possibility of changing the direction of learning in geometry, but they need to be planned, executed and evaluated in a strategic way. From this observation, the study carried out here aimed to analyze gamification technologies focused on Geometry and that can be applied in the non-face model. Through a qualitative, descriptive approach and using an updated bibliographic review, it was possible to realize that bringing games is not only bringing digital technologies closer to students, but also carrying out reviews and diagnostic evaluations. Many of the selected authors reinforced that the training element is capable of offering knowledge and security in the application of active methodologies, whether in the teaching of Geometry, or in other areas. Likewise, the chosen authors also prove that gamification needs to be improved in Brazil.
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