THE USE OF GAMIFICATION AND DIGITAL DEVICES IN SECONDARY EDUCATION IN BRAGA, PORTUGAL
DOI:
https://doi.org/10.22481/praxisedu.v16i41.7264Abstract
Actually, students who experience digital cultures are used to cyberspace, the immediacy of social networks, the playfulness of digital games and the search for information on the Internet. However, students lack motivation and engagement in the classroom, especially due to the absence of pedagogical practices in digital contexts. In this sense, the article aims to present clues on how gamification and digital devices provide the immersion of digital cultures in the classroom. Qualitative, the study analyzed interviews with students who experienced the use of gamification and digital devices in Portuguese classes of a public secondary school in Portugal. The subjects 'reports showed that the devices used favored the interaction and communication between teacher-student-student, provided the students' involvement in the activities and contributed to innovation, creativity and teamwork.
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