A CONNECTED GENERATION THAT DOESN'T LEARN FROM MISTAKES - ANALOGY BETWEEN TYPING, TYPING AND GAMIFICATION

Authors

  • Eduardo Batista Gomes Chaves

DOI:

https://doi.org/10.47820/recima21.v3i8.1801

Keywords:

Gamification, Typing, Connected generation

Abstract

Understanding that the new generation is highly connected was never the problem. The purpose of the study is to make an analogy between the times of typing, going through digitalization and coming to gamification, as a way of learning. It is known that challenging technologies and their tools can be implemented easily for everyone to run their educational resources and make them work as a practical work. The educator seeks to know, use, and know the benefits that new technologies can bring to the students' learning process, and applying it in an objective, simple, and didactic way often leads to consolidated learning. New times demand new attitudes and reflections in face of the technologies applied to teaching.

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Author Biography

  • Eduardo Batista Gomes Chaves

    Secretaria de Educação do Estado do Rio de Janeiro

References

ALMEIDA, R. Q. (2003). O leitor navegador. A leitura nos oceanos da internet, 89-106.

ALVES, F. (2015). Gamification: Como criar experiências de aprendizagem engajadoras. DVS

OLIVEIRA, Cláudio de, MOURA, Samuel Pedrosa. TIC’s na educação: a utilização das tecnologias da informação e comunicação na aprendizagem do aluno. 2015.

SAINZ, C. I. (2015). Matemáticas a través del juego (Gamificación). Universidad de La Rioja.

Published

16/08/2022

How to Cite

A CONNECTED GENERATION THAT DOESN’T LEARN FROM MISTAKES - ANALOGY BETWEEN TYPING, TYPING AND GAMIFICATION. (2022). RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218, 3(8), e381801. https://doi.org/10.47820/recima21.v3i8.1801