GAMIFICATION IN EDUCATION: ATTRACTING THE ATTENTION OF THE DIGITAL GENERATION

Authors

  • Alberto da Silva Franqueira FICS
  • Claudia Alves Menezes MUST
  • Daiana Soares da Silva UFAM
  • Diogo Mathias da Silva Pinto UNEATLANTICO
  • Emily Silva Maciel Serrano MUST
  • Gleidys Sharny da Silva Costa UNIDA
  • Leticia Pastore dos Santos Carari MUST
  • Maria Marta Coelho Miranda MUST
  • Reuber Araújo Silva UFBA

DOI:

https://doi.org/10.51891/rease.v10i12.17600

Keywords:

Digital generation. Educational technologies. Pedagogical practices. Digital inclusion. Meaningful learning.

Abstract

This study analyzed how the digital generation has impacted the educational journey and teachers’ pedagogical practices. The central problem was to understand the necessary changes in the school environment in response to the characteristics of digital natives. The main objective was to investigate the possibilities and impacts of this generation’s presence in the educational context, emphasizing challenges and opportunities for educators. The research was conducted through a bibliographic review, drawing on theoretical works and empirical studies on neuroscience, educational technologies, and pedagogical methodologies. The study highlighted the peculiarities of the digital generation, focusing on their relationship with technologies and the need for interactive pedagogical practices. It examined the contributions of educational technologies to personalized teaching and the challenges teachers face, including gaps in teacher training and inequalities in access to technological resources. The integration of neuroscience with education and methodologies that promote meaningful learning was also explored. The conclusions emphasized that the digital generation has introduced new demands to the school environment, requiring structural and methodological changes. While educational technologies present promising opportunities, challenges related to teacher training and digital inclusion remain significant limitations. Further studies were recommended to deepen these findings and explore the impact of technologies in diverse educational contexts.

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Author Biographies

Alberto da Silva Franqueira, FICS

Doutorando em Ciências da Educação. Facultad Interamericana de Ciencias Sociales (FICS).

Claudia Alves Menezes, MUST

Mestra em Tecnologias Emergentes na Educação. Must University (MUST).

Daiana Soares da Silva, UFAM

Mestra em Agronomia Tropical. Universidade Federal do Amazonas (UFAM).

Diogo Mathias da Silva Pinto, UNEATLANTICO

Mestrando em Educação - Tecnologias da Informação e Comunicação na Educação. Universidad Europea del Atlántico (UNEATLANTICO).

Emily Silva Maciel Serrano, MUST

Mestranda em Tecnologias Emergentes na Educação. Must University (MUST).

Gleidys Sharny da Silva Costa, UNIDA

Doutoranda em Ciências da Educação. Universidad de la Integración de las Américas (UNIDA).

Leticia Pastore dos Santos Carari, MUST

Mestranda em Tecnologias Emergentes na Educação. Must University (MUST).

Maria Marta Coelho Miranda, MUST

Mestranda em Tecnologias Emergentes na Educação. Must University (MUST).

Reuber Araújo Silva, UFBA

Mestrando em Propriedade Intelectual e Transferência de Tecnologia para Inovação. Universidade Federal da Bahia (UFBA).

Published

2024-12-11

How to Cite

Franqueira, A. da S., Menezes, C. A., Silva, D. S. da, Pinto, D. M. da S., Serrano, E. S. M., Costa, G. S. da S., … Silva, R. A. (2024). GAMIFICATION IN EDUCATION: ATTRACTING THE ATTENTION OF THE DIGITAL GENERATION. Revista Ibero-Americana De Humanidades, Ciências E Educação, 10(12), 2994–2999. https://doi.org/10.51891/rease.v10i12.17600