AN INVESTIGATION INTO THE REFLEXES OF GAMIFICATION BASED ON PROJECT-BASED LEARNING
Project-Based Learning;active methodologies;gamification;meaningful learning;Elementary School – Early Years.
In recent years, when conducting studies on Project-Based Learning in public schools in the Serra Gaúcha and Vale do Caí/RS regions, it has been noted that there is a need to adopt strategies that encourage student engagement. Thus, the main focus of this research is to investigate how gamification can be combined with Project-Based Learning in the classroom context. To achieve this objective, the qualitative research methodology was defined with a multiple case study, which will be conducted in 06 schools, with the participation of 06 teachers and approximately 150 students from public schools in the cities of Caxias do Sul, Feliz and Vale Real (Serra Gaúcha and Vale do Caí/RS). Initially, an analysis was carried out with teachers and students of Elementary School - initial years of the cities of Caxias do Sul, Feliz and Vale Real (Serra Gaúcha and Vale do Caí/RS), and it was possible to perceive that there is a need for a more expressive engagement on the part of the students and that this could occur through gamification. The intention is to base all the investigation on the Theory of Meaningful Learning, by Ausubel (1982), as it facilitates learning by allowing the student to learn through the meaning that knowledge will bring to him/her, in addition to other authors who will strengthen the discussions to be carried out in this investigation. As results, the intention is to propose the model of a gamified platform for Elementary School - Initial Years students, based on Project-Based Learning, in order to evaluate whether the gamified platform and the use of PBL favor the learning process of the students or not. This research proposes an analysis of the current context of pedagogical practices conducted in the classroom, as well as active methodologies, more specifically Project-Based Learning (PBL) and gamification. Among a diversity of active methodologies, gamification and Project Pedagogy were used, because they assume the appreciation of students' interest in choosing topics, and thus, valuing and promoting protagonism. Considering that active methodologies have as a common characteristic the idea/definition of student protagonism and education from a critical perspective, this project searches for active methodologies, their methods and techniques and explains the use of gamification in the classroom, aiming at a more expressive engagement on the part of students.