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The Impact of Gamification in High School Education

Engagement, Learning, and Youth Empowerment

Bibliographic Data

ID22245115
AuthorsMayara Campos Rodrigues (Universidad Privada del Este), Kelsin Modesto Favacho (Ministry of Education), Lucia Helena de Paula Modesto Favacho (Ministry of Education), Jonatha Lisboa Galvão do Nascimento (Uninter), Débora Da Paz Maciel Kimura (0000-0001-7919-567X, Uninter), Daniel Manoel Arrais (Sociedade Brasileira de Educação Matemática)
Year2026
Volume7
Issue03
Pages652-663
Publication date2026-06-18
Open AccessYes
TypeARTICLE
VenueRevista Gênero e Interdisciplinaridade (JOURNAL)
Journal identifiersISSN: 2675-7451 • E-ISSN: 2675-7451
PublisherPeriodicojs (PUBLISHER)
DOI10.51249/gei.v7i03.3068
OpenAlexW7165111491
LanguageEN

Gamification, characterized by the use of game design elements in dynamic learning contexts, emerges as a pedagogical alternative to mitigate the disinterest and passivity of high school students. This article analyzes the impact of applying gamified strategies in the teaching-learning process at this stage of Basic Education. The methodology adopted consisted of a qualitative literature review, analyzing recent academic productions on the subject. The results indicate that gamification, when intentionally structured, enhances engagement, stimulates autonomy, improves the retention of complex concepts, and favors the development of socio-emotional skills. It is concluded that the insertion of game mechanics acts as a catalyst for youth protagonism, requiring, however, continuous teacher training and rigorous pedagogical planning so that technology does not overshadow learning objectives

Empowerment · Qualitative research · Youth empowerment · Education during COVID-19 pandemic · Educational Games and Gamification · Science and Education Research

Highly citedNo

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Open DOIOpen Access
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