Learning through games and its applicability in teaching practice
DOI:
https://doi.org/10.33448/rsd-v10i13.21368Keywords:
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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Copyright (c) 2021 Roque Ribeiro da Silva Júnior; Lígia Fernanda de Araújo ; Marcília Ingrid Lima Barroso Nunes; Antônio Eduardo de Oliveira Silva; Livia Kallahan Soares Pequeno; Ana Camila Campelo de Albuquerque Nunes; Paloma Katlheen Moura Melo; Francisco Medeiros de Azevedo Filho; Francisco Sérgio Lopes Vasconcelos Filho
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