GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM

Current generations of students are increasingly influenced by digital culture, technology and games. However, educational institutions still can’t align this connection that young people have with technology with a teaching method that can engage the student in learning. Thus gamification emerges a...

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Detalhes bibliográficos
Autores: Martins, Amilton Rodrigo de Quadros, Rosa Pagliarini, Eduardo, Kalil, Fahad, Pazinato, Ariane
Tipo de documento: artigo
Estado:Versão publicada
Data de publicação:2022
País:Brasil
Recursos:Universidade Federal do Tocantins (UFT)
Repositório:Revista Observatório
Idioma:português
OAI Identifier:oai:ojs.revista.uft.edu.br:article/14985
Acesso em linha:https://sistemas.uft.edu.br/periodicos/index.php/observatorio/article/view/14985
Access Level:Acceso aberto
Palavra-chave:Gamificação
Ensino Médio
Engajamento
Gamification
High School
Engagement
Gamificación
Escuela Secundaria
Compromiso
Descrição
Resumo:Current generations of students are increasingly influenced by digital culture, technology and games. However, educational institutions still can’t align this connection that young people have with technology with a teaching method that can engage the student in learning. Thus gamification emerges as a means of stimulating more active participation of students in classrooms. Therefore, the objective of this study is to verify the effectiveness of gamification in increasing engagement in students participating in the IMED #TeuFuturo program. This is a qualitative research carried out through a Focal Group, collecting data through audio and video recording, with a group of 7 3rd year high school students who were part of the program. Through the analysis of the obtained data it was possible to perceive that the gamification had a positive impact on the students' engagement.