GAMIFICATION: USE OF ONLINE QUIZ AS AN ACTIVE STRATEGY, ENGAGEMENT AND MOTIVATION OF THE STUDENTS OF THE 3RD YEAR OF HIGH SCHOOL IN THE DISCIPLINE OF HISTORY IN THE CENTER OF FULL-TIME EDUCATION
DOI:
https://doi.org/10.51891/rease.v9i8.10944Keywords:
Gamification. Active Learning. Meaningful Learning.Abstract
This article describes the implementation of gamification in the discipline of History, carried out through online quizzes using the Kahoot platform, at the Center for Full-Time Education, with students of the third year of high school. The main objective was to transform the educational process into an interactive and engaging experience. By incorporating game elements such as healthy challenges and competitions, quizzes sparked students' interest in historical content, encouraging active participation and promoting meaningful learning. As students answered questions in a playful and competitive manner, they had the opportunity to assess their knowledge, deepen their understanding of concepts, and develop critical skills. This gamified approach not only made the classes more attractive, but also allowed the practical application of the historical contents, resulting in a more dynamic and impactful education.
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Atribuição CC BY