INTEGRATION OF GAMIFICATION AND DIGITAL TECHNOLOGIES IN THE SCIENCE TEACHING AND LEARNING PROCESS: PROMOTING THE ENGAGEMENT OF GENERATION Z IN A PUBLIC SCHOOL
DOI:
https://doi.org/10.56238/arev7n1-009Keywords:
Gamification, Virtual Reality, Science Teaching, Active Methodologies, Generation ZAbstract
Generation Z education, characterized by digital connection and a preference for innovative methodologies, requires strategies that promote greater engagement and understanding. This study investigated the impact of gamification and immersive technologies in the teaching of Science/Biology, applied to students in the 6th grade of a public school. The objective was to analyze how these tools facilitate the understanding of complex concepts, such as cytology and body systems, in addition to stimulating students' motivation and protagonism. The methodology included gamified activities, such as quizzes, Battleship games and Escape Room challenges, integrated with Virtual and Augmented Reality resources. Engagement was measured based on the Four-Dimensional Scale of Student Involvement at School (E4D-EAE), which assesses cognitive, affective, behavioral, and agency dimensions. In addition, we used the daily teacher call and the record of correct answers in the activities developed to analyze academic performance. The results indicated adherence of up to 96% and significant improvement in performance, with an average of more than 85% in some stages. The survey showed that gamification stimulates curiosity, a sense of belonging, and collaborative learning, contributing to the assimilation of content and continuous engagement. The findings reinforce the transformative potential of active methodologies combined with technology, pointing to more specific pedagogical practices aligned with the needs of Generation Z.