This work presents research about the contributions of the use of gamification as a strategy for the formation of literary readers, investigating the potentialities and limitations of this strategy when allied to the work with literature. The perception of the need to use new technologies and active methodologies such as gamification, to favor the formation of readers in the Brazilian educational context, is the justification for this work, which defends literary reading as an agent of transformation of individuals. As a theoretical basis for the research, authors such as Lima (2023), Kok (2022), Antonietti (2022), Moreira (2018), Moran (2018), among others, were used to address the concepts and specificities about technological advances, r...
In view of the complexity of learning assessment and the difficulties faced by students and teachers...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
This article attempts to show how play, namely gamification, can fit the determined goal of achievin...
Considering the dynamicity of the current contemporary and technological world and the responsibili...
Ser professor numa época de constante mudança tem-se revelado um verdadeiro repto. Os estudantes qu...
This paper analyses what the effects would be of using gamification as a method of teaching English ...
With the objective of presenting new techniques to boost the information units' services and narrow ...
Abstract Gamification: Methodological strategy for literacy skill development The inadequate use of ...
[eng] The consolidation of ICT in the EFL classroom coincides with a reduction of both extensive re...
This paper describes a new teaching approach based on gamification with the following goals: to prom...
El grado noveno del colegio San Vicente en pruebas de lectura no obtiene los resultados esperados, ...
In this digital era, with technology having permeated almost every aspect of our students’ lives fro...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
This study aims to investigate and present possibilities of gamified pedagogical practices in differ...
The article deals with gamification mechanisms to increase staff performance and diversify the mecha...
In view of the complexity of learning assessment and the difficulties faced by students and teachers...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
This article attempts to show how play, namely gamification, can fit the determined goal of achievin...
Considering the dynamicity of the current contemporary and technological world and the responsibili...
Ser professor numa época de constante mudança tem-se revelado um verdadeiro repto. Os estudantes qu...
This paper analyses what the effects would be of using gamification as a method of teaching English ...
With the objective of presenting new techniques to boost the information units' services and narrow ...
Abstract Gamification: Methodological strategy for literacy skill development The inadequate use of ...
[eng] The consolidation of ICT in the EFL classroom coincides with a reduction of both extensive re...
This paper describes a new teaching approach based on gamification with the following goals: to prom...
El grado noveno del colegio San Vicente en pruebas de lectura no obtiene los resultados esperados, ...
In this digital era, with technology having permeated almost every aspect of our students’ lives fro...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
This study aims to investigate and present possibilities of gamified pedagogical practices in differ...
The article deals with gamification mechanisms to increase staff performance and diversify the mecha...
In view of the complexity of learning assessment and the difficulties faced by students and teachers...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
This article attempts to show how play, namely gamification, can fit the determined goal of achievin...