GAMIFICATION IN SCIENCE EDUCATION: A RESPONSIBLE COMPLEMENTARY STRATEGY

Authors

  • Airam Batista Simões Author
  • Nayra dos Santos Campos Author
  • Andreia Dias da Cunha Author
  • Karla Katherine Nascimento Calcanhoto Author
  • Marcel Thiago Damasceno Ribeiro Author
  • Lívia Rodrigues Nogueira Author
  • Douglas Barbosa Sousa Author
  • Maridenes Noronha de Oliveira Author

DOI:

https://doi.org/10.56238/levv16n55-086

Keywords:

Educational Games, Science Teaching, Playful Strategies, Pedagogical Mediation, Active Learning

Abstract

This article aimed to critically analyze gamification as a didactic resource in Science teaching, focusing on practical experiences and the pedagogical limits associated with its implementation. Based on a bibliographic and documentary review, studies published between 2019 and 2023 were examined, addressing the use of games and ludic elements as engagement and knowledge mediation strategies in school contexts. The investigation showed that gamification, when aligned with clear pedagogical objectives and proper teacher mediation, contributes to student motivation, promotes collaborative environments, and encourages student protagonism. However, the results also revealed common limitations, such as the lack of specific teacher training, precarious technological infrastructure, and the absence of systematic curricular guidelines. The analysis indicated that gamification should not be understood as a replacement for traditional methods but as a complementary strategy that requires planning and contextual adaptation. The study concluded that there is pedagogical potential in the use of gamification, provided that adequate institutional and methodological conditions are ensured. Based on the identified gaps, it is suggested that empirical studies be deepened to investigate the effects of gamification on academic performance, especially in vulnerable student populations.

Downloads

Download data is not yet available.

References

ALEXANDRE, A. F. Metodologia científica: princípios e fundamentos. 3. ed. São Paulo: Blucher, 2021.

ALMEIDA, Í. D. Metodologia do trabalho científico. Recife: Ed. UFPE, 2021.

COSTA, H. R.; CRUZ, D. M.; MARQUES, C. A. Gamificação no ensino de ciências: desenvolvimento de uma plataforma de gerenciamento das atividades. Revista Eletrônica Ludus Scientiae, v. 5, n. 1, 2021.

MORA-BRENES, L. D.; ALMEIDA, J. V. V.; MORENO-RODRÍGUEZ, A. S. Um panorama da perspectiva colaborativa da gamificação no ensino de ciências. Ensino & Multidisciplinaridade, v. 9, n. 1, 2023.

SILVA, J. B. da; SALES, G. L.; CASTRO, J. B. de. Gamificação como estratégia de aprendizagem ativa no ensino de Física. Revista Brasileira de Ensino de Física, v. 41, n. 4, e20180309, 2019.

TAKO, K. V.; KAMEO, S. Y. (Orgs.). Metodologia da pesquisa científica: dos conceitos teóricos à construção do projeto de pesquisa. Campina Grande: Editora Amplla, 2023.

Published

2025-12-16

How to Cite

SIMÕES, Airam Batista; CAMPOS, Nayra dos Santos; DA CUNHA, Andreia Dias; CALCANHOTO, Karla Katherine Nascimento; RIBEIRO, Marcel Thiago Damasceno; NOGUEIRA, Lívia Rodrigues; SOUSA, Douglas Barbosa; DE OLIVEIRA, Maridenes Noronha. GAMIFICATION IN SCIENCE EDUCATION: A RESPONSIBLE COMPLEMENTARY STRATEGY. LUMEN ET VIRTUS, [S. l.], v. 16, n. 55, p. e11139 , 2025. DOI: 10.56238/levv16n55-086. Disponível em: https://periodicos.newsciencepubl.com/LEV/article/view/11139. Acesso em: 29 dec. 2025.