GAMIFICATION IN EDUCATION: CHALLENGES AND POTENTIALS OF ACTIVE STRATEGIES MEDIATED BY TECHNOLOGIES
DOI:
https://doi.org/10.56238/levv16n50-051Keywords:
Engagement, Educational Technologies, Active Learning, Remote Teaching, Pedagogical PracticesAbstract
This article aimed to analyze the theoretical foundations, practical applications, and challenges of gamification as an active strategy in technology-mediated teaching. The research approached the topic from a bibliographic perspective, based on three scientific articles published between 2021 and 2023. The methodology adopted involved an analytical reading of the texts, selection of relevant excerpts, and systematization of the information through the construction of three thematic axes: theoretical foundations of gamification, applications in technology-mediated educational contexts, and challenges faced in its implementation. It was found that gamification has consistent foundations anchored in theories of motivation and active learning, and that its practical application has intensified with the use of digital tools. However, recurring limitations were also identified, such as poor infrastructure, teacher resistance, and a lack of continuing education. It was concluded that the effectiveness of gamification depends on the articulation of pedagogical planning, access to technologies, and teacher training. The study indicates the need for further research that delves deeper into the long-term effects of gamification and its impact on different school realities.