THE USE OF GAMIFICATION IN THE INTERDISCIPLINARY TEACHING AND LEARNING PROCESS IN PROFESSIONAL, SCIENTIFIC AND TECHNOLOGICAL EDUCATION (EPCT)
DOI:
https://doi.org/10.51891/rease.v12i3.24629Keywords:
Gamification. Interdisciplinarity. Professional. Scientific and technological education.Abstract
This article aimed to discuss the relevance of building a dynamic, engaging, and interdisciplinary school environment in professional, scientific, and technological education, given the persistence of traditional and fragmented practices that still predominate in educational spaces. The work analyzes how excessively theoretical and segmented teaching can compromise the integral development of students, generate demotivation and hindering the understanding of the applicability of knowledge in their lives and in the broader social context. In this scenario, the study highlights the importance of adopting active methodologies, especially gamification, as a strategy capable of promoting greater engagement, collaboration, immersion, and meaning in the teaching and learning process. The research evaluates, through a literature review, the fundamentals and contributions of gamification applied in an interdisciplinary way, comparing its effects to traditional pedagogical approaches. Thus, it seeks to demonstrate how this methodology can favor a more critical, reflective, and integrated education, as well as offer support for teachers to understand its principles and apply analog gamification in an articulated manner, strengthening pedagogical practices more consistent with contemporary educational demands.
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Atribuição CC BY