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Gaming as a process of change in teaching study learning in higher education: an account of experience
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Keywords

Active learning. Higher education. Gamification. Teaching-learning techniques.

How to Cite

FRAGELLI, Thaís Branquinho Oliveira. Gaming as a process of change in teaching study learning in higher education: an account of experience. Revista Internacional de Educação Superior, Campinas, SP, v. 4, n. 1, p. 221–233, 2018. DOI: 10.22348/riesup.v4i1.8650843. Disponível em: https://periodicos.sbu.unicamp.br/ojs/index.php/riesup/article/view/8650843. Acesso em: 1 jul. 2024.

Abstract

Current debates have emphasized the change in student behavior in relation to their learning process. It is observed that the current student has the need for information in a short space of time, and often disperses easily in contexts of exclusively traditional and expository classes. Considering this aspect, the present work aims to report the experience with the use of gamification in the 4th and 7th semesters of the compulsory curriculum and in an optional course group of the undergraduate course in Physiotherapy, thus participating 90 students , in an attempt to bring the student closer to the content, motivate the learning and make the classroom environment closer and more attractive to the student. At the end of the classes, questionnaires were applied so that the student could evaluate the experience. The students' evaluation was related to reports of greater motivation, and the awakening of the interest for a greater deepening of the content.

https://doi.org/10.22348/riesup.v4i1.8650843
PDF (Português (Brasil))

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Revista Internacional de Educação Superior utiliza a licença do Creative Commons (CC), preservando assim, a integridade dos artigos em ambiente de acesso aberto.

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