GAMIFICATION IN EDUCATION: USING THE QUIZIZZ PLATFORM TO IMPROVE AND ENGAGE THE LEARNING OF QUESTION WORDS IN ENGLISH LANGUAGE CLASSES
DOI:
https://doi.org/10.51891/rease.v9i8.10873Keywords:
Technological Tool, Quizizz Platform, Gamification, English Language.Abstract
This work describes an experience lived in a Supervised Internship, in the Licentiate Course in Computing, of the State University of Amazonas - UEA, in the Center for Higher Studies of Lábrea - CESLA, in which it allowed the accomplishment of a research in which it was executed in the computer lab of a full-time school in the Municipality of Lábrea - AM, in the subject of English Language using the Online Quizizz Platform, with the objective of helping in the fixation, in the engagement and, consequently, in the learning of the students in the domain and assimilation of the Question Words, in order to improve your skills in the content of the discipline and in communication in English, and this, through the gamification feature present in the tool. The research is a qualitative approach, being a descriptive study, in which it reports a lived experience and the procedures performed during the execution of the internship. The results obtained at the end of the study were satisfactory, since it was possible to diagnose that the technological tool has the potential to make the classes more dynamic, interesting and fulfill the objective of the study, which, in this case, would be to help the learning and the fixation of the content. Question Words, in the English Language course.
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Atribuição CC BY