GAMIFICATION IN EDUCATION: STRATEGIES FOR ENGAGEMENT AND KNOWLEDGE RETENTION

Authors

  • Davi Souza da Silva Author
  • Adonias Nonato da Silva Pereira Author
  • Cleydiel Edmar da Silva Author
  • Adeilson José da Silva Author
  • Vandeilson Moisés de Oliveira Author
  • Paulo Cardoso Dantas Author
  • Romézio Alves Carvalho da Silva Author
  • Leonardo Lopes Martins Dias Author

DOI:

https://doi.org/10.56238/levv15n43-026

Keywords:

Gamification, Education, Commitment, Knowledge Retention, Emerging Technologies

Abstract

The study investigated how gamification could be used efficiently to increase engagement and improve knowledge retention in the educational process. The overall objective was to analyze the impact of gamification on teaching and learning dynamics, focusing on the elements that make it a promising strategy in educational contexts. The methodology was of a bibliographic nature, based on the analysis of articles, books and dissertations relevant to the theme, allowing the organization and discussion of data based on thematic categories. The results showed that gamification, by incorporating elements such as scores, rankings, medals and challenges, promoted greater motivation and participation of students, in addition to contributing to content retention. It was identified that adequate pedagogical planning, combined with technological support, was essential for the effectiveness of the strategy, especially in environments that integrate emerging technologies such as artificial intelligence and augmented reality. On the other hand, the study also highlights challenges, such as the resistance of professors and students and the lack of infrastructure in certain institutions. It was concluded that gamification is an educational strategy that, when applied with adequate planning and support, transforms the teaching-learning process. However, it was recommended that future research be carried out to expand aspects related to teacher training, content adaptation, and the impact of emerging technologies on gamification.

Published

2024-12-05

How to Cite

DA SILVA, Davi Souza; PEREIRA, Adonias Nonato da Silva; DA SILVA, Cleydiel Edmar; DA SILVA, Adeilson José; DE OLIVEIRA, Vandeilson Moisés; DANTAS, Paulo Cardoso; DA SILVA, Romézio Alves Carvalho; DIAS, Leonardo Lopes Martins. GAMIFICATION IN EDUCATION: STRATEGIES FOR ENGAGEMENT AND KNOWLEDGE RETENTION. LUMEN ET VIRTUS, [S. l.], v. 15, n. 43, p. 7987–8000, 2024. DOI: 10.56238/levv15n43-026. Disponível em: https://periodicos.newsciencepubl.com/LEV/article/view/1964. Acesso em: 19 jul. 2025.