GAMIFICATION IN EDUCATION

Authors

DOI:

https://doi.org/10.31510/infa.v21i1.1883

Keywords:

Gamification, Education, Methodology

Abstract

By incorporating game elements into learning environments, gamification in education aims to increase student engagement. This study explores theoretical foundations, concepts, elements, strategies, methodology, results, and implementation. The goal is to contribute to the improvement of teaching strategies, improve the educational experience of students, and promote a deeper and more lasting engagement with the learning process. The results highlight that gamification can significantly increase student motivation and improve academic performance, as evidenced by the example of Khan Academy, where the introduction of game elements led to increased engagement and improved educational outcomes.

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References

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Published

2025-01-28

Issue

Section

Tecnologia em Informática

How to Cite

DE OLIVEIRA, Victor Hugo; ANTONIO SICHIERI, Danilo. GAMIFICATION IN EDUCATION. Revista Interface Tecnológica, Taquaritinga, SP, v. 21, n. 1, p. 88–99, 2025. DOI: 10.31510/infa.v21i1.1883. Disponível em: https://revista.fatectq.edu.br/interfacetecnologica/article/view/1883. Acesso em: 5 dec. 2025.