O USO GAMIFICAÇAO PARA SANAR AS DIFICULDADES DE APRENDIZAGEM DE LEITURA E ESCRITA DOS ALUNOS DO ENSINO FUNDAMENTAL ANOS INICIAIS

  • Juceleia Cristina Silva Berndt UFMS
  • Lovania Roehrig Teixeira

Abstract

The aim of this study is to briefly discuss active methodologies, more specifically gamification, with an emphasis on the GoConqr educational platform, which helps elementary school students learn to read and write in the early years. Active methodologies based on gamification are playful and dynamic tools that have revolutionized the teaching and learning process, especially in the literacy phase. Games transform learning into something more meaningful and enjoyable, and thus more effective. In this vein and based on a bibliographical research methodology, this work is justified by the need to promote activities aimed at developing reading and writing, as well as measuring the knowledge of students in the early years of elementary school. We can conclude that through free teaching platforms such as GoCongr it is possible to enhance the process of learning to read and write, leading students to literacy and/or literacy, the ability to read and write, so that they can make use of written information in an appropriate and contextualized way. And with gamification it's possible to explore teaching strategies that help overcome difficulties in these processes and also assess their development.
Published
2024-12-13