NOGUEIRA, L. S. F.; http://lattes.cnpq.br/7558570625071422; NOGUEIRA, Litiely Silva Ferreira.
Resumo:
This research started from the observation referring to the challenge that teachers faced during the COVID-19 period, when the school changed from the traditional way of teaching to teaching in the digital environment. Due to the changes, there was a need to reflect and to create a methodology that could relevantly motivate students’ learning about discursive genres. Is this bias, we propose to work with one of the active methodologies present in the BNCC, gamification. The main objective is to apply the gamification as an active methodology for teaching and learning about discursive genres. In the midst of so many changes, we can approach gamification as a tool for engagement in discursive genre teaching classes, which were chosen in view of the diversity and for being, probably, difficult to be worked effectively with all students in the classroom. The active methodology of can point out solutions for engagement in teaching and learning in Portuguese Language (PL) classes, specifically on the
discursive genres. This new technique can motivate models of engaging learning experiences targeting new communities, the new profiles of students called digital natives, connected to new technologies, who communicate virtually and are on constantly changing. Thus, we elaborated a didactic proposal: gamification as an active methodology in the teaching of discursive genres with the theme of the film Divergent. For this work, a bibliographic survey of qualitative nature was carried out, through exploratory readings of existing works that address the primary information referent the concept and practice of gamification.