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GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM

Authors

DOI:

https://doi.org/10.20873/uft.2447-4266.2022v8n1a6en

Keywords:

Gamification, High School, Engagement

Abstract

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.

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Published

2022-02-01

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How to Cite

RODRIGO DE QUADROS MARTINS, Amilton; ROSA PAGLIARINI, Eduardo; KALIL, Fahad; PAZINATO, Ariane. GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM. Observatory Journal, [S. l.], v. 8, n. 1, p. a6en, 2022. DOI: 10.20873/uft.2447-4266.2022v8n1a6en. Disponível em: https://sistemas.uft.edu.br/periodicos/index.php/observatorio/article/view/14985. Acesso em: 21 nov. 2024.