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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Bibliographic Details
Authors: Martins, Amilton Rodrigo de Quadros, Rosa Pagliarini, Eduardo, Kalil, Fahad, Pazinato, Ariane
Format: article
Status:Published version
Publication Date:2022
Country:Brasil
Institution:Universidade Federal do Tocantins (UFT)
Repository:Revista Observatório
Language:Portuguese
OAI Identifier:oai:ojs.revista.uft.edu.br:article/14985
Online Access:https://sistemas.uft.edu.br/periodicos/index.php/observatorio/article/view/14985
Access Level:Open access
Keyword:Gamificação
Ensino Médio
Engajamento
Gamification
High School
Engagement
Gamificación
Escuela Secundaria
Compromiso
Description
Summary: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.