Gamification strategy in higher education: Experience report of the kahoot application in the scientific methodology discipline
International Journal of Development Research
Gamification strategy in higher education: Experience report of the kahoot application in the scientific methodology discipline
Received 18th March, 2021; Received in revised form 06th April, 2021; Accepted 03rd May, 2021; Published online 26th June, 2021
Copyright © 2021, Andréa Cristina Marques de Araújo and Bruno Vinícius Costa Oliveira. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
This article aims to analyze the impact on learning to apply active methodologies, using the gamification strategy, in teaching the discipline of scientific methodology. The Kahoot platform was used in four classes of the 9th period of the Bachelor of Law course at a private higher education institution in the city of Belém in the State of Pará. The methodology for preparing this research is characterized as an exploratory applied research with the procedure the case study. Data collection took place in May, in the first semester of 2021. The survey monkey software was used to apply the questionnaire with open and closed questions for 19 students of the Course. After analyzing the results collected, we concluded that the experience had a positive result, changing the behavior of the class from passive to active participation. New technologies combined with active methodologies become the strategy for the current context of transformation of the society in which we live.