A GAMIFICAÇÃO E A POSSIBILIDADE DE RESSIGNIFICAÇÃO DO ENSINO REMOTO DURANTE A PANDEMIA DA COVID-19

The COVID-19 pandemic entailed to the replacement of face-to-face classes by remote classes, demanding a new meaning for teaching. Hence the importance of using active methodologies, such as gamification, which uses the elements of games to facilitate learning. Thus, we sought to verify the perception of the students of the Technical Course in Electro-electronics of the IFNMG - Advanced Campus Porteirinha, in relation to the use of gamification during remote classes. The data were collected through the application of a questionnaire to the students of that course. The students pointed out that they feel partially motivated with the remote classes, that the contents are difficult to understand, that the methodologies used by the teachers are partially adequate and that games can be beneficial to learning.

Authors

Publication Details

Journal
Educação Profissional e Tecnológica em Revista
Published
2024-09-05
DOI
https://doi.org/10.36524/profept.v8i1.1123
Primary Topic
Education during COVID-19 pandemic
Type
article
Field-Weighted Citation Impact
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article

A GAMIFICAÇÃO E A POSSIBILIDADE DE RESSIGNIFICAÇÃO DO ENSINO REMOTO DURANTE A PANDEMIA DA COVID-19

Caio Bruno Wetterich, Lidinei Santos Costa, Diego Albuquerque Carvalho, Livia de Fátima Silva Mendes
Educação Profissional e Tecnológica em Revista
Education during COVID-19 pandemic
article

A GAMIFICAÇÃO E A POSSIBILIDADE DE RESSIGNIFICAÇÃO DO ENSINO REMOTO DURANTE A PANDEMIA DA COVID-19

Caio Bruno Wetterich, Lidinei Santos Costa, Diego Albuquerque Carvalho, Livia de Fátima Silva Mendes
article en

Abstract

The COVID-19 pandemic entailed to the replacement of face-to-face classes by remote classes, demanding a new meaning for teaching. Hence the importance of using active methodologies, such as gamification, which uses the elements of games to facilitate learning. Thus, we sought to verify the perception of the students of the Technical Course in Electro-electronics of the IFNMG - Advanced Campus Porteirinha, in relation to the use of gamification during remote classes. The data were collected through the application of a questionnaire to the students of that course. The students pointed out that they feel partially motivated with the remote classes, that the contents are difficult to understand, that the methodologies used by the teachers are partially adequate and that games can be beneficial to learning.

Educação Profissional e Tecnológica em RevistaVol. 8(1)
Openalex Percentile: Top 78%
Education during COVID-19 pandemic
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