Gamification in Education: Teaching active methodologies in the Computer Science Degree Course
DOI:
https://doi.org/10.34627/redvol7iss2e202418Keywords:
Gamification, Education, Active MethodologiesAbstract
This article presents research on the use of gamification in the Electronic Games in Education discipline in a Computer Science Degree course at IFBAIANO, Campus Senhor do Bonfim. The investigation was conducted using two distinct approaches. The first approach, gamification, was applied throughout the subject and the second approach, gamification, was used in specific classes. The main objective of the research was to analyze the advantages of each approach and make considerations based on authors in the area of gamification in education, in addition to examining how these strategies were adapted to different contexts. This research demonstrated the effectiveness of this pedagogical approach in a computer science degree course. Both the continuous application of gamification and its adoption in parts of the subject presented distinct advantages for the teaching-learning process, such as: increasing student engagement, improving learning and knowledge retention, promoting collaboration and interaction, Student motivation and the possibility of transfer to other educational contexts are factors that highlight the positive potential of gamification in education, which can help educators enrich their pedagogical practices and make the learning process more stimulating and efficient.

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Copyright (c) 2024 Jesse Nery Filho

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Os autores conservam os direitos de autor pelo seu trabalho e concedem à revista o direito de primeira publicação, com o trabalho simultaneamente licenciado sob uma Licença Creative Commons - Atribuição-NãoComercial 4.0 Internacional.