Gamification: The transformation of the educational scenario through dynamic tools

Authors

DOI:

https://doi.org/10.34627/redvol7iss2e202425

Keywords:

teaching-learning , gamification, technological tools

Abstract

This study offers reflections on the teaching-learning process of students through gamification in the educational scenario, especially regarding the dissemination of knowledge through electronic means. In this sense, a qualitative research of a bibliographic nature was carried out, based on the contributions of various authors, whose main categories of analysis are: Gamification and Teaching-Learning. The objective of the research is to demonstrate an analysis of the positive and negative aspects of tools that provide gamification within the educational environment. Thus, the need for engagement and motivation in differentiated practices is perceived, highlighting the difficulties students face using traditional educational resources compared to the use of computers, mobile phones, and the internet. Additionally, an explanation is given about the demand to rethink the way of teaching and learning, the functioning of tools on the Nearpod and Kahoot platforms, and the effectiveness of both in different situations. Furthermore, it is pointed out that Nearpod and Kahoot demonstrated good results in relation to their use for the proposed purposes, and positive aspects in handling tools in the educational scenario. This study was able to ascertain relevant information regarding the didactics of tools that provide gamification in the educational context.

Published

2024-10-01

Issue

Section

Thematic Dossier