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 cannot align this connection that young people have with technology with a teaching method that can engage the student in learning. Thus, gamification emerge...

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Detalles Bibliográficos
Autores: Martins, Amilton Rodrigo de Quadros, Rosa Pagliarini, Eduardo, Kalil, Fahad, Pazinato, Ariane
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:Brasil
Institución:Universidade Federal do Tocantins (UFT)
Repositorio:Revista Observatório
Idioma:portugués
OAI Identifier:oai:ojs.revista.uft.edu.br:article/14986
Acceso en línea:https://sistemas.uft.edu.br/periodicos/index.php/observatorio/article/view/14986
Access Level:acceso abierto
Palabra clave:Gamificação
Ensino Médio
Engajamento
Gamification
High School
Engagement
Gamificación
Escuela Secundaria
Compromiso
Descripción
Sumario:Current generations of students are increasingly influenced by digital culture, technology, and games. However, educational institutions still cannot 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 qualitative research carried out through a focus group, collecting data through audio and video recording, with seven 12th grade high school students who were part of the program. The analysis of the obtained data made it possible to observe that gamification had a positive impact on the students' engagement.