TEACHING WITH GAMIFICATION: LEARNING OF HIGH SCHOOL AND TECHNICAL SCHOOL STUDENTS IN SUPERVISED STAGE II

Authors

DOI:

https://doi.org/10.47820/recima21.v4i8.3698

Keywords:

Supervised internship, Gamification, Technological resource

Abstract

With an emphasis on the use of gamification as a pedagogical method, this article brings reflections on the valuation of supervised internship II in secondary and technical education in a public school. The objective is to go through the results of the internship and highlight how active approaches and the use of technological resources can improve the teaching and learning process. The Federal Institute of Education, Science and Technology of Amazonas (IFAM) - Campus Coari hosted the supervised internship II, allowing the interns to apply the theoretical information learned during the undergraduate course in computing in a real environment. Using the Kahoot platform to produce dynamic and interesting classes, gamification was used as a motivating tactic. By attracting students' attention and promoting their active involvement, gamification improves the teaching and learning process. Opportunities to observe school activities allowed for full immersion in them, learning about diverse academic subjects and teaching techniques. Interns assisted teachers with a variety of assignments during co-participation, while assessing students' unique requirements and challenges. Using technological tools and gamification techniques, the interns were able to provide a lively and engaging learning environment in conducting. The conclusion of this article highlights the importance of supervised internship II, gamification and the use of technological resources in education. These methods encourage more productive learning, preparing students for future challenges.

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Author Biographies

Arley Silva de Pinho

Academic of the Bachelor's Degree in Computing at the University of the State of Amazonas - UEA at the Higher Education Nucleus of Coari-AM - NESCOA/UEA.

Luiz Sérgio de Oliveira Barbosa

Master in Emerging Technologies in Education from MUST University, Florida, USA. Professor at the University of the State of Amazonas (UEA)

Rogério Brito de Oliveira

Postgraduate in School Supervision from the Faculty of Education of Serra

PHASE. He is currently Pedagogue of the Secretary of State for Education and Sports

SEDUC, Amazonas.

Francisco Rayner Barros Batista

Academic of the Bachelor's Degree in Computing at the University of the State of Amazonas - UEA at the Higher Education Nucleus of Coari-AM - NESCOA/UEA.

Daniel do Nascimento Ramos

Academic of the Bachelor's Degree in Computing at the University of the State of Amazonas - UEA at the Higher Education Nucleus of Coari-AM - NESCOA/UEA.

Gabriel Natividade da Silva

Academic of the Bachelor's Degree in Computing at the University of the State of Amazonas - UEA at the Higher Education Nucleus of Coari-AM - NESCOA/UEA.

References

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Published

31/07/2023

How to Cite

Pinho, A. S. . de, Barbosa, L. S. de O., Oliveira, R. B. de, Batista, F. R. B., Ramos, D. do N., & Silva, G. N. da. (2023). TEACHING WITH GAMIFICATION: LEARNING OF HIGH SCHOOL AND TECHNICAL SCHOOL STUDENTS IN SUPERVISED STAGE II. RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218, 4(8), e483698. https://doi.org/10.47820/recima21.v4i8.3698