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vol.19 issue2PREMISES FOR AN INNOVATIVE METHODOLOGICAL PROPOSAL: PEDAGOGICAL PSYCHODRAMA IN ONLINE EDUCATIONALTERNATIVES FOR CURRICULAR CREDITATION OF EXTENSION: CONCEPTUAL DEFINITIONS AND NORMATIVE ANALYSIS author indexsubject indexarticles search
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Revista e-Curriculum

On-line version ISSN 1809-3876

Abstract

CONCEICAO, Sheilla Silva da; DIAS LEAO, Gabriel Augustus de Aquino  and  SCHNEIDER, Henrique Nou. CURRICULAR INNOVATION: GAMMED LEARNING PROCESSES MEDIATED BY DIGITAL TECHNOLOGIES. e-Curriculum [online]. 2021, vol.19, n.2, pp.564-587.  Epub Aug 30, 2021. ISSN 1809-3876.  https://doi.org/10.23925/1809-3876.2021v19i2p564-587.

This article reports an experience developed in the educational computing curriculum component of the Department of Computing, UFS, in the 2019/2 academic semester. It aims to analyze the development process of gamification proposals from the perspective of interdisciplinary and collaborative knowledge construction. It is a research approved by the official scientific initiation level program at UFS. It is a participant-intervention type, based on Thiollent (2011), in collective discussion processes for curriculum innovation mediated by digital technologies. The gamification proposals built by the students and their reports on Google Form meet the curricular knowledge articulated with other areas of knowledge, thus being confirmed as a significant experience for the construction and reconstruction of knowledge.

Keywords : Curriculum; Learning processes; Gamification; Digital technologies.

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