GAMIFICATION IN EDUCATION: ITS APPLICATION IN THE TEACHING-LEARNING PROCESS

Authors

  • Josemario Ferreira Ramos Autor
  • Marco Aurélio da Silva Coutinho Autor
  • Jardes Figuerêdo do Rêgo Autor
  • Leanne Silva de Sousa Autor
  • Wendell Marques Bezerra Braga Autor
  • Marli da Mata Dias Autor
  • Raylane Mayra Veras Andrade Autor
  • Francisco Cardoso Figueiredo Autor
  • Walderice de Carvalho Rodrigues Autor
  • Tetisuelma Leal Alves Autor
  • Leandro de Miranda Santos Autor
  • Fabio Adriano Santos e Silva Autor
  • Eziel Cardoso da Silva Autor
  • Antônio Carlos dos Reis Filho Autor
  • Jairton de Moura Alencar Autor
  • Stella Regina Arcanjo Medeiros Autor

DOI:

https://doi.org/10.63330/aurumpub.067-025

Keywords:

Digital Educational Technologies, Distance Education, Gamification, Teaching Methodologies

Abstract

Distance education requires the use of gamification procedures in virtual environments, as they promote student engagement and stimulate behavioral changes that enhance learning, encourage participation, and transform previously tedious tasks into interactive actions. This study aims to analyze the gamification process as a pedagogical tool capable of supporting learning and the integral development of students. It is a bibliographic literature review conducted through the Scielo, Scopus, and Capes Thesis and Dissertation Database, covering the years 2017–2022, using the following terms in Portuguese and English: gamification, education, and learning. After applying predetermined filters, twelve articles were selected for analysis. The findings indicate that gamification, as a pedagogical tool, can assist in student learning and holistic development by encouraging the use of games and gamified techniques in digital educational technologies. However, it was observed that, in some cases, games may hinder teaching when used for long periods or excessively, especially in the absence of proper instructional planning. Finally, it is expected that further studies on gamification—particularly related to distance education—may contribute to more attractive and motivating teaching strategies in virtual learning environments.

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Published

2026-08-18

How to Cite

Ramos, J. F., Coutinho, M. A. da S., do Rêgo, J. F., de Sousa, L. S., Braga, W. M. B., Dias, M. da M., Andrade, R. M. V., Figueiredo, F. C., Rodrigues, W. de C., Alves, T. L., Santos, L. de M., Santos e Silva, F. A., da Silva, E. C., dos Reis Filho, A. C., Alencar, J. de M., & Medeiros, S. R. A. (2026). GAMIFICATION IN EDUCATION: ITS APPLICATION IN THE TEACHING-LEARNING PROCESS. Aurum Editora (e-Books), 398-414. https://doi.org/10.63330/aurumpub.067-025

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