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GAMIFICATION AS AN ACTIVE METHODOLOGY IN SCIENCE TEACHING

Maria de Lourdes Aparecida Novich Camatta


Keywords


Abstract

This study aimed to analyze the application of gamification as an active methodology in science teaching, investigating its impacts on student learning. The research sought to answer the following question: how can gamification be applied in science teaching and what are its impacts on student learning? To this end, a bibliographic research was carried out, with analysis of articles, dissertations, theses and books related to the theme. Data analysis revealed that gamification has proven to be an effective tool to increase student engagement and motivation, promoting active learning and facilitating the understanding of scientific content. In addition, it was identified that, by using games and challenges, gamification favors the practical application of knowledge, the development of cognitive skills and collaboration among students. The survey also highlighted the importance of gamification for increasing students' self-esteem and enjoyment of learning, factors that contribute to improving academic performance. However, significant challenges were pointed out in the implementation of gamification, such as the lack of adequate teacher training, pedagogical resistance, and the lack of infrastructure in schools. As contributions, the study highlighted the relevance of gamification in science teaching and pointed out the need for empirical research and the development of solutions to overcome the identified barriers. 

DOI: https://doi.org/10.56238/sevened2025.011-030


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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Copyright (c) 2025 Maria de Lourdes Aparecida Novich Camatta

Author(s)

  • Maria de Lourdes Aparecida Novich Camatta