GAMIFICATION AND LEARNING: TECHNOLOGICAL INNOVATIONS FOR TEACHING IN BASIC EDUCATION

Authors

  • Francisco Renato Silva Ferreira Autor
  • Isael Ferreira de Sousa Teles Autor
  • Joseanne Magalhaes Barbosa Fernandes Autor
  • Aldenir Raimundo dos Santos Autor
  • Cicero Jackson Pinheiro Beserra Autor
  • Antonio Willame da Silva Alves Autor

DOI:

https://doi.org/10.63330/aurumpub.011-030

Keywords:

Gamification, Basic Education, Pedagogical Innovation

Abstract

This article examines the potential of gamification as an innovative pedagogical strategy in Basic Education, exploring its contributions to student motivation, engagement, and meaningful learning. Based on qualitative and exploratory bibliographic research, the study articulates classical and contemporary theoretical frameworks, emphasizing gamification not merely as recreational practice but as a pedagogical resource capable of reshaping school culture in dialogue with digital culture. The findings indicate that, when properly designed, gamification enhances student autonomy, supports the development of cognitive and socio-emotional competences, and bridges curricular content with students’ cultural universe. However, challenges were also identified, such as superficial applications, technological inequalities, and the urgent need for continuous teacher training. The study concludes that gamification, when integrated into a critical and inclusive pedagogical project, can contribute to the construction of more democratic, collaborative, and transformative educational practices, aligned with the demands of contemporary schooling.

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Published

2025-09-02

How to Cite

GAMIFICATION AND LEARNING: TECHNOLOGICAL INNOVATIONS FOR TEACHING IN BASIC EDUCATION. (2025). Aurum Editora, 360-370. https://doi.org/10.63330/aurumpub.011-030