THE USE OF GAMIFICATION AS A TEACHING STRATEGY IN THE BIOLOGY CLASS OF THE 1ST YEAR OF HIGH SCHOOL DURING THE SUPERVISED INTERNSHIP II: AN EXPERIENCE REPORT
DOI:
https://doi.org/10.51891/rease.v9i7.10621Keywords:
Gamification. Biology Teaching. Supervised Internship II.Abstract
This article discusses the use of gamification as an innovative teaching strategy in the discipline of Biology in the 1st year of high school, at the full-time state school Carauari, in the municipality of Carauari - AM, during the supervised internship II in a degree in computing. Although research on gamification has been successful, its application as a learning strategy in the classroom is still a challenge, especially due to the lack of adequate tools and the low quality of the internet in the municipality. The objective of the article is to describe the contributions of gamification to facilitate the learning process in the classroom, seeking to increase student engagement and promote the assimilation of content in a playful and interactive way. The descriptive research of a qualitative nature was carried out by observation and a gamified evaluation on the Quizizz online platform. Students access Quizizz followers through a unique code provided by the intern teacher or shared link. During the call, he got instant feedback on his answers, encouraging active learning and providing opportunities for immediate correction. The results that gamification obtained in the Biology class were well received by the students, increasing their involvement and active participation in activities. It is concluded that gamification can be an effective strategy for teaching Biology in the 1st year of high school. Using this approach can make the learning process more engaging and meaningful for students.
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Atribuição CC BY