LudoEscola: Gamification as a Tool for Transformation of the School Space

  • Daniel de Sant'anna Martins CESAR School
  • Anderson Paulo da Silva CESAR School
  • Oberdan Alves de Almeida Junior CESAR School
  • Silvana Cockles Crisanto do Nascimento Secretariat of Education and Culture of the state of Pernambuco

Abstract


In the current educational context, especially in high school, much is discussed about the lack of engagement and protagonism of students, and the difficulty of promoting them. In this practice, young people are invited to investigate problems of the school world, or opportunities for improvement, and to propose gamification interventions that can solve them. The initiative presents students with concepts, methods and examples of gamification so that they can inspire them to develop proposals for solutions and apply them in their daily lives. After the application of the practice was perceived a great commitment of the students in the activities of the school.

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Published
2019-08-28
MARTINS, Daniel de Sant'anna; DA SILVA, Anderson Paulo; DE ALMEIDA JUNIOR, Oberdan Alves; DO NASCIMENTO, Silvana Cockles Crisanto. LudoEscola: Gamification as a Tool for Transformation of the School Space. In: CONGRESS ON TECHNOLOGIES IN EDUCATION (CTRL+E), 4. , 2019, Recife. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2019 . p. 69-78. DOI: https://doi.org/10.5753/ctrle.2019.8877.