GAMES THAT TEACH: THE CHARM OF GAMIFICATION IN EDUCATION
DOI:
https://doi.org/10.56238/arev7n2-192Keywords:
Gamification, Motivation, Apprenticeship, Educational Inclusion, Cognitive DevelopmentAbstract
This study investigated how gamification can be used to promote student learning and motivation in the contemporary educational context. The overall objective was to analyze the impact of gamification on education, exploring effects on motivation, academic performance, and the development of cognitive and social skills of students. The research was of a bibliographic nature, with a qualitative approach, and consisted of the review of articles, dissertations and books on the subject. The main concepts of gamification, the applications in teaching, and the challenges encountered by educators when implementing it in the school curriculum were analyzed. The results indicated that gamification has a positive impact on students' motivation and performance, as well as contributing to the development of cognitive skills, such as problem-solving, and social skills, such as teamwork. However, significant challenges were also identified, such as resistance from educators and a lack of adequate technological resources. Gamification has proven to be a tool for educational inclusion, especially for students with special needs, providing greater accessibility and personalization of learning. The final considerations pointed out that, although the benefits of gamification are evident, the implementation requires adjustments in pedagogical practices and greater infrastructure. Future studies could investigate best practices to overcome the challenges and expand the use of gamification in education.
