GAMES IN EDUCATION
AN EXPERIENCE IN THE SUBJECT OF PEDAGOGICAL PRACTICES AND GAMIFICATION
Abstract
This article presents and analyzes two pedagogical experiences developed by students of the Pedagogy course in the subject “Pedagogical Practices and Gamification,” aimed at investigating the potential of games and gamification in the teaching-learning process. The proposals —“Text Genre Hunt” and “Super Mario: In the Kingdom of Knowledge”— were planned and implemented in different contexts, covering both Elementary Education and Early Childhood Education. The methodology, with a qualitative and exploratory approach, was based on the authors’ experience reports and feedback from participating groups. The results indicate that the gamified activities fostered high levels of engagement, motivation, and student participation, promoting the development of cognitive, linguistic, motor, and socio-emotional skills, while effectively including students with specific needs. It was also evident that the experience of creating and applying the games was enriching for the authors themselves, expanding their methodological repertoire and strengthening essential teaching competencies. It is concluded that gamification, when applied with pedagogical intentionality, represents a powerful strategy to innovate educational practices, connect content to students’ realities, and prepare teachers for the contemporary challenges of education.
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