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

Auteurs-es

  • Amilton Rodrigo de Quadros Martins
  • Eduardo Rosa Pagliarini
  • Fahad Kalil
  • Ariane Pazinato

DOI :

https://doi.org/10.20873/uft.2447-4266.2022v8n1a6pt

Mots-clés :

Gamification, High School, Engagement

Résumé

Current generations of students are increasingly influenced by digital culture, technology, and games. However, educational institutions still cannot 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 qualitative research carried out through a focus group, collecting data through audio and video recording, with seven 12th grade high school students who were part of the program. The analysis of the obtained data made it possible to observe that gamification had a positive impact on the students' engagement.

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Publié-e

2022-02-01 — Mis(e) à jour 2022-10-12

Versions

Comment citer

MARTINS, Amilton Rodrigo de Quadros; ROSA PAGLIARINI, Eduardo; KALIL, Fahad; PAZINATO, Ariane. GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM. Observatoire Journal, [S. l.], v. 8, n. 1, p. a6pt, 2022. DOI: 10.20873/uft.2447-4266.2022v8n1a6pt. Disponível em: https://sistemas.uft.edu.br/periodicos/index.php/observatorio/article/view/14986. Acesso em: 21 nov. 2024.