GAMIFICATION IN EDUCATION: ITS APPLICATION IN THE TEACHING-LEARNING PROCESS
DOI:
https://doi.org/10.63330/aurumpub.067-025Keywords:
Digital Educational Technologies, Distance Education, Gamification, Teaching MethodologiesAbstract
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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