GAMIFICATION AND DIGITAL INFORMATION AND COMMUNICATION TECHNOLOGIES (DICTs) AS STRATEGIES TO ENHANCE ENGAGEMENT AND LEARNING IN BASIC EDUCATION

Authors

  • Naiara Cristina de Souza Garajau Instituto Federal de Alagoas
  • Rosiane Almeida Minet Marsaioli MULTIVIX
  • Hélio Mauro Viana Martins UNINOVE
  • Leandro Soares Machado UEPG
  • Andreia Vanessa de Oliveira UEPG
  • Rennie Pantoja Nogueira UEA
  • Marcus Vinícius da Silva UFRPE
  • Luís Otávio Toledo Perin UNEMAT
  • Eliane Rodrigues de Souza Lopes

DOI:

https://doi.org/10.47820/recima21.v7i2.7354

Keywords:

Digital technologies. Educational games. Student engagement.

Abstract

Gamification and Digital Information and Communication Technologies (DICTs) are pedagogical strategies that enhance engagement, motivation, and learning in basic education. Gamification uses playful elements such as quizzes, board games, badges, challenges, and immediate feedback, fostering active participation and the development of cognitive and socioemotional skills. DICTs include digital games, quizzes, and educational platforms that allow activity personalization, individualized monitoring, and real-time feedback. This study is an integrative literature review conducted in the SciELO, CAPES Portal, ROAD, and ERIC databases, using the descriptors gamification, digital information and communication technologies, pedagogical innovation, and basic education, combined with the Boolean operator AND. Studies published between 2015 and 2025 and available in full text were included, while duplicates, narrative reviews, or studies addressing the descriptors in isolation were excluded. The results indicate that these methodologies contribute to engagement, motivation, satisfaction, and meaningful learning. Their effectiveness depends on pedagogical planning, teacher training, and available infrastructure, being more effective when integrated into the curriculum and aligned with the National Common Curricular Base (BNCC) guidelines, ensuring the development of general competencies and learning objectives. Therefore, the intentional integration of gamification and DICTs represents a promising strategy to innovate pedagogical practices, increase student motivation, and promote more meaningful learning in basic education.

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Author Biographies

  • Rosiane Almeida Minet Marsaioli, MULTIVIX

    Pós-Graduada em Ciências Biológicas, Faculdade Multivix - MULTIVIX, Serra-ES, Brasil. 

  • Hélio Mauro Viana Martins, UNINOVE

    Mestre em Administração, Universidade Nova de Julho - UNINOVE, Taubaté-SP, Brasil.

  • Leandro Soares Machado, UEPG

    Mestrando em Educação, Universidade Estadual de Ponta Grossa - UEPG, Ponta Grossa-PR, Brasil. 

  • Andreia Vanessa de Oliveira, UEPG

    Mestra em Ciências Sociais Aplicadas, Universidade Estadual de Ponta Grossa - UEPG, Ponta Grossa-PR, Brasil. 

  • Rennie Pantoja Nogueira, UEA

    Mestrando em Biodiversidade e Ensino de Ciências, Universidade do Estado do Amazonas - UEA, Manaus- AM, Brasil.

  • Marcus Vinícius da Silva, UFRPE

    Graduado em Licenciatura em Física, Universidade Federal Rural de Pernambuco - UFRPE, Recife-PE, Brasil. 

  • Luís Otávio Toledo Perin, UNEMAT

    Graduado em Administração Pública, Universidade do Estado de Mato Grosso - UNEMAT, Alta Floresta-MT, Brasil. 

  • Eliane Rodrigues de Souza Lopes

    Graduada em Pedagogia

     

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Published

21/02/2026

How to Cite

Cristina de Souza Garajau, N., Almeida Minet Marsaioli, R., Mauro Viana Martins, H., Soares Machado, L. ., Vanessa de Oliveira, A. ., Pantoja Nogueira, R., Vinícius da Silva, M. ., Toledo Perin, L. O. ., & Rodrigues de Souza Lopes, E. . (2026). GAMIFICATION AND DIGITAL INFORMATION AND COMMUNICATION TECHNOLOGIES (DICTs) AS STRATEGIES TO ENHANCE ENGAGEMENT AND LEARNING IN BASIC EDUCATION. RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218, 7(2), e727354. https://doi.org/10.47820/recima21.v7i2.7354