Gamificação no ensino de ciências: desenvolvimento de uma plataforma de gerenciamento das atividades
DOI:
https://doi.org/10.30691/relus.v5i1-2.2963Abstract
The term gamification is recent and entered education as a teaching methodology and in favoring motivation, being better known and used in the remote context of teaching during the Covid-19 pandemic. But how to gamify in the remote context, manage all activities and provide feedback? The objective of this article is to present the steps of developing a management platform, using Google Classroom and Google Sheets, as well as gamified activities applied with graduates of the Natural Sciences course at the Federal University of Maranhão, in the discipline of Natural Science Teaching Methodology. The structuring was based on the game elements proposed by Schell, adapted by other authors in the context of gamification: Mechanics, Dynamics and Aesthetics (Component). The discipline's syllabus was divided into five great journeys (challenges) inserted in a plot in which students were the protagonists. The platform allowed greater management and feedback of activities and the dynamics provided a good involvement, motivation and cooperation of the students.
Keywords: Gamification; Science Teaching; Cultural Tools; Active Methodologies.
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