Learning through games and its applicability in teaching practice

Authors

DOI:

https://doi.org/10.33448/rsd-v10i13.21368

Keywords:

Learning; Games, Experimental; Education.

Abstract

In recent decades, healthcare professionals have been challenged by the search for evidence-based scientific knowledge, aspects related to the development of knowledge, skills and attitudes regarding the use of information technology in professional practice, which is necessary in the composition of competencies desirable. This is an integrative literature review (RIL) study, which contributes to the process of systematizing and analyzing the results of other independent studies on the topic discussed. This review aims to systematize the knowledge produced about the impact of gamification on the teaching/learning process. The use of gamification must follow proper teacher planning and must consider the profile and needs of students and suit the target audience, its objective must be clear and the technological domain and game rules must be clear and concise. The study points to the need for appropriating several possibilities for the formulation of new actions based on learning through gamification, fostering new productions.

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Published

20/10/2021

How to Cite

SILVA JÚNIOR, R. R. da; ARAÚJO , L. F. de .; NUNES, M. I. L. B. .; SILVA, A. E. de O.; PEQUENO, L. K. S.; NUNES, A. C. C. de A.; MELO, P. K. M.; AZEVEDO FILHO, F. M. de; VASCONCELOS FILHO, F. S. L. . Learning through games and its applicability in teaching practice. Research, Society and Development, [S. l.], v. 10, n. 13, p. e510101321368, 2021. DOI: 10.33448/rsd-v10i13.21368. Disponível em: https://rsdjournal.org/index.php/rsd/article/view/21368. Acesso em: 18 nov. 2024.

Issue

Section

Educational Objects