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Da Investigação às Práticas

versão On-line ISSN 2182-1372

Resumo

MELLO, José André Villas Boas; GUSMAO, Leila Dainara Venceslau Santos de; FELICIANO, Daniel Ramos  e  SANTOS, Fabiano. Gamification as a teaching alternative and interaction with societyLa gamificación como alternativa de enseñanza e interacción con la sociedad. Invest. Práticas [online]. 2019, vol.9, n.2, pp.31-45. ISSN 2182-1372.  https://doi.org/10.25757/invep.v9i2.163.

The objective of this work was to develop a ludic project of active teaching methodology applied to incoming engineering students and to create an environment of stimulation of critical thinking about efficiency, transportation, and management contents. This project allowed to test the gamification as a didactic instrument in the teaching and learning process, arousing the student's interest in the construction of knowledge. The game developed as an extension project consists of a board, five pins, a die, four different types of cards, identified according to the mode of transportation and an instruction manual. It is a board game formulated for five players, starting from a pole generator of travel (PGV) located in the city of Nova Iguaçu to another located in Tijuca district of Rio de Janeiro city. It is a qualitative research based on the dialogue between researcher and student in an interventionist proposal, which uses the experience report to describe the experience of the ludic activity as a pedagogical resource. The experimental rounds detected that the rules and the choice of the proposed modes of transport were well perceived and generated knowledge, being the criticisms and contributions absorbed and giving rise to the revised didactic instrument. The project allowed the creation of a stimulation environment, allowing to test and create didactic tools as facilitators of the teaching and learning process, arousing the interest of the student.

Palavras-chave : mobility; travel pole genarator; transportation; learning.

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