BETWEEN CHALLENGES, MISSIONS AND LEARNING: GAMIFICATION AS A PEDAGOGICAL STRATEGY IN BASIC EDUCATION

Authors

  • Sheyla da Silva de Aguiar Faculdades EST image/svg+xml
  • Marilde Lucia Mezzaroba Pecini American Global Tech University
  • Cristiane de Souza Sancho Faculdade UNIFAH
  • Ferdinand Mendes da Silva State University of Maranhão image/svg+xml
  • Elionilce Souza Cruz Catholic University of Brasília image/svg+xml
  • Amanda Tatiane Nunes da Costa Faculdade UNIFAEH

DOI:

https://doi.org/10.51891/rease.v12i10.30671

Keywords:

Gamification, Basic Education, Digital technologies, Engagement, Learning

Abstract

The presence of digital technologies and game-related languages in the daily lives of children and adolescents has fostered new discussions about teaching and learning in Basic Education. In this context, gamification has been incorporated into pedagogical practices as a way of organizing learning experiences through challenges, missions, narratives, progression, cooperation, and feedback. This article analyzes the contributions and limitations of gamification in schools, focusing on engagement, motivation, participation, learning, inclusion, and teacher mediation. The study adopts a qualitative, bibliographic, and analytical-interpretive approach. The discussion shows that gamification does not simply mean using games, platforms, or scoring systems. Its pedagogical potential is related to intentional planning, curricular alignment, the suitability of challenges to students' characteristics, and the creation of experiences in which error, collaboration, and progress monitoring have formative meaning. Risks associated with excessive competition, dependence on rewards, unequal access to technology, and superficial use of digital resources are also examined. It is concluded that gamification can broaden schools' methodological possibilities when used critically, inclusively, and contextually, without replacing teacher mediation or reducing learning to entertainment.

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Author Biographies

  • Sheyla da Silva de Aguiar, Faculdades EST

    Mestranda em Teologia pelas Faculdades EST. 

  • Marilde Lucia Mezzaroba Pecini, American Global Tech University

    Mestranda em Educação com Especialização em Tecnologias na Educação Digital pela American Global Tech University (AGTU). Licenciada em Matemática e Física. 

  • Cristiane de Souza Sancho, Faculdade UNIFAH

    Especialista em Libras pela UNIFAH e em Gestão Integrada pela FACIBE. 

  • Ferdinand Mendes da Silva, State University of Maranhão

    Licenciado em Geografia pela Universidade Estadual do Maranhão (UEMA). Especialista em Informática na Educação pelo Instituto Federal do Maranhão (IFMA). 

  • Elionilce Souza Cruz, Catholic University of Brasília

    Especialista em Educação Inovadora pela Universidade Católica de Brasília - UCB. 

  • Amanda Tatiane Nunes da Costa, Faculdade UNIFAEH

    Pedagoga e licenciada em Letras – Língua Portuguesa e Libras. Pós-graduada em Psicopedagogia, Libras e Fundamentos Jurídicos da Educação, com formação pelas instituições FAVENI, UNIFAEH e UNOPAR. 

Published

2026-10-01

How to Cite

Aguiar, S. da S. de, Pecini, M. L. M., Sancho, C. de S., Silva, F. M. da, Cruz, E. S., & Costa, A. T. N. da. (2026). BETWEEN CHALLENGES, MISSIONS AND LEARNING: GAMIFICATION AS A PEDAGOGICAL STRATEGY IN BASIC EDUCATION. Revista Ibero-Americana de Humanidades, Ciências E Educação, 12(10), 1-23. https://doi.org/10.51891/rease.v12i10.30671

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