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

Authors

  • Ana Claudia dos Santos Lima Universidade do Estado do Amazonas
  • Geiciane Neres Rodrigues Universidade do Estado do Amazonas
  • Romulo Anthony do Nascimento Siqueira Universidade do Estado do Amazonas
  • Ester Figueiredo Araújo Universidade do Minho Campus de Gualtar
  • Antonio Augusto dos Santos França Faculdade Única de Ipatinga

DOI:

https://doi.org/10.51891/rease.v9i8.10944

Keywords:

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 By incorporating game elements such as healthy challenges and competitions, quizzes sparked students' interest in historical content, encouraging active participation and promoting meaningful learning.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.

Author Biographies

Ana Claudia dos Santos Lima, Universidade do Estado do Amazonas

Graduanda do Curso de Licenciatura em Computação pela Universidade do Estado do Amazonas.

Geiciane Neres Rodrigues, Universidade do Estado do Amazonas

Graduanda do Curso de Licenciatura em Computação pela Universidade do Estado do Amazonas.

Romulo Anthony do Nascimento Siqueira, Universidade do Estado do Amazonas

Graduando do Curso de Licenciatura em Computação pela Universidade do Estado do Amazonas.

Ester Figueiredo Araújo, Universidade do Minho Campus de Gualtar

Doutorada em Ciências da Educação pela Universidade do Minho Campus de Gualtar.

Antonio Augusto dos Santos França, Faculdade Única de Ipatinga

Pós-graduado em Informática na Educação pela Faculdade Única de Ipatinga.

Published

2023-09-13

How to Cite

Lima, A. C. dos S., Rodrigues, G. N., Siqueira, R. A. do N., Araújo, E. F., & França, A. A. dos S. (2023). 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. Revista Ibero-Americana De Humanidades, Ciências E Educação, 9(8), 1398–1407. https://doi.org/10.51891/rease.v9i8.10944