A utilização da gamificação aliada às tecnologias digitais no Ensino de Ciências
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Universidade Estadual de Goiás
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This dissertation investigates how gamification, combined with digital technologies, can
contribute to the teaching and learning process in the discipline of Natural Sciences.
Considering the challenges faced in the contemporary educational context—heavily influenced
by technological advances and changing learning styles—this work advocates for
methodological innovation through more interactive, meaningful, and student-centered
strategies. Gamification, as an active methodology, promotes student engagement by
incorporating playful elements such as challenges, rewards, and interactions, bringing
scientific content closer to students' realities. The research was conducted through a
bibliographic review and the development of an educational resource: an educational game
created in the Scratch application and applied to 7th-grade elementary school students. The
results indicate that, when well planned, gamification enhances motivation, facilitates the
assimilation of abstract concepts, and encourages students' active participation. The
integration of technology with innovative teaching practices proves to be an effective strategy
to make Science teaching more dynamic, contextualized, and aligned with the demands of
contemporary society, reinforcing the importance of educational approaches that are more in
tune with the digital culture and the needs of new generations.
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SILVA, T. B. A utilização da gamificação aliada às tecnologias digitais no Ensino de Ciências. 2025. 81 f. Dissertação (Mestrado Profissional em Ensino de Ciências) - Câmpus Central - Sede: Anápolis - CET - Henrique Santillo, Universidade Estadual de Goiás, Anápolis, GO.
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