DIGITAL GAMES AND GAMIFICATION AS A PEDAGOGICAL RESOURCE IN THE TEACHING-LEARNING PROCESS

Authors

  • Tamires Almeida Bezerra
  • Ângela Zenúbia Pereira de Araújo Morais
  • Angélica Benetaci de Aquino Gandra
  • Eltania Azevedo de Carvalho
  • Flaviano Palmeira dos Santos
  • Márcio Carneiro de Almeida
  • Maria Luiza de Carvalho Correia
  • Robson Albano Simão
  • Suely Maria do Nascimento Viana

Keywords:

Gamification, Digital Games, Education, Learning

Abstract

By providing challenging and engaging situations, digital games stimulate students' learning. It is in this context that this work presents a reflection on digital games and gamification as a motivational pedagogical resource in the teaching-learning process. The work addresses the origin and evolution of digital games, gamification as a teaching strategy based on digital games, and digital games as a new way of teaching. To this end, a qualitative bibliographic research was carried out, surveying previously published works. This research aims to discuss the contributions of the use of digital games in the school context, highlighting how games and gamification are being used in education. The results made it possible to understand that digital games and gamification are increasingly present in the teaching-learning process.

DOI: https://doi.org/10.56238/sevened2026.001-026

Published

2026-01-29

How to Cite

Bezerra, T. A., Morais, Ângela Z. P. de A., Gandra, A. B. de A., de Carvalho, E. A., dos Santos, F. P., de Almeida, M. C., Correia, M. L. de C., Simão, R. A., & Viana, S. M. do N. (2026). DIGITAL GAMES AND GAMIFICATION AS A PEDAGOGICAL RESOURCE IN THE TEACHING-LEARNING PROCESS. Seven Editora, 363-376. https://sevenpubl.com.br/editora/article/view/9196