DANTAS, M. M.; http://lattes.cnpq.br/1814348201950536; DANTAS, Martha Morais.
Resumo:
English Language Proficiency has become increasingly important in the job market and in the teaching and learning process. However, traditional teaching approaches can demotivate students. Taking this into consideration, this work addresses Active Methodologies that can make learning English more engaging and practical, highlighting gamification, an AM that uses game elements to make lessons more fun and effective. In this context, the objective of this work is to promote critical reflections regarding gamification as an Active Methodology pedagogical approach for meaningful learning in the English Language in the era of digital technologies. To meet this objective, a bibliographic and qualitative research was developed, supported by the State of Knowledge methodology, which is an academic activity that aims to explore, organize and examine academic production related to a specific area of study. Thus, after analyzing seven academic productions that have the application of gamification at their core, it was concluded that gamification is an innovative approach and has great relevance in the context of teaching the English language. However, several elements must be considered so that its application is, in fact, meaningful.