A. Martins, Eduardo Rosa Pagliarini, Fahad Kalil, A. Pazinato
{"title":"GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM","authors":"A. Martins, Eduardo Rosa Pagliarini, Fahad Kalil, A. Pazinato","doi":"10.20873/uft.2447-4266.2022v8n1a6pt","DOIUrl":null,"url":null,"abstract":"Current generations of students are increasingly influenced by digital culture, technology, and games. However, educational institutions still cannot align this connection that young people have with technology with a teaching method that can engage the student in learning. Thus, gamification emerges as a means of stimulating more active participation of students in classrooms. Therefore, the objective of this study is to verify the effectiveness of gamification in increasing engagement in students participating in the IMED #TeuFuturo program. This is qualitative research carried out through a focus group, collecting data through audio and video recording, with seven 12th grade high school students who were part of the program. The analysis of the obtained data made it possible to observe that gamification had a positive impact on the students' engagement.","PeriodicalId":122265,"journal":{"name":"Revista Observatório","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Observatório","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20873/uft.2447-4266.2022v8n1a6pt","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Current generations of students are increasingly influenced by digital culture, technology, and games. However, educational institutions still cannot align this connection that young people have with technology with a teaching method that can engage the student in learning. Thus, gamification emerges as a means of stimulating more active participation of students in classrooms. Therefore, the objective of this study is to verify the effectiveness of gamification in increasing engagement in students participating in the IMED #TeuFuturo program. This is qualitative research carried out through a focus group, collecting data through audio and video recording, with seven 12th grade high school students who were part of the program. The analysis of the obtained data made it possible to observe that gamification had a positive impact on the students' engagement.