A utilização da gamificação aliada às tecnologias digitais no Ensino de Ciências

Abstract

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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