GAMIFICAÇÃO E METODOLOGIAS ATIVAS EM RPGS DE MUNDO ABERTO: APRENDIZAGEM IMERSIVA, NEUROCIÊNCIA EDUCACIONAL E AVALIAÇÃO FORMATIVA
GAMIFICAÇÃO E METODOLOGIAS ATIVAS EM RPGS DE MUNDO ABERTO: APRENDIZAGEM IMERSIVA, NEUROCIÊNCIA EDUCACIONAL E AVALIAÇÃO FORMATIVA
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DOI: https://doi.org/10.22533/at.ed.356162619051
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Palavras-chave: Gamificação; Metodologias Ativas; RPG de Mundo Aberto; Aprendizagem Imersiva; Neurociência Educacional; Avaliação Formativa.
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Keywords: Gamification. Active methodologies. Open-world RPG. Immersive learning. Educational neuroscience. Formative assessment.
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Abstract: Active methodologies in higher education have increased the search for assessment strategies capable of promoting cognitive engagement and monitoring students’ learning processes. In this context, open-world RPGs show potential to structure immersive educational experiences based on exploration, decision-making, challenge progression, continuous feedback, and problem solving. This article proposes and analyzes the use of open-world RPGs as environments for immersive learning, using Elden Ring, winner of the Game of the Year award in 2022, as a conceptual reference to discuss non-linear exploration, player autonomy, and performance-based progression. The proposal is grounded in educational neuroscience principles related to attention, motivation, memory, emotion, and experiential learning, understanding the game as an interactive ecosystem for pedagogical mediation. Methodologically, the study is characterized as applied, exploratory, and quantitative, using the ENgAGED method to guide the development of the educational artifact and a questionnaire based on the MEEGA+ model to evaluate player experience, usability, and learning perception. The internal consistency of the instrument was analyzed using Cronbach’s Alpha, complemented by descriptive analysis of the evaluated dimensions. The results indicated high student acceptance, excellent overall internal consistency of the instrument (α = 0.91), and positive instructor perception regarding the pedagogical potential of the proposal, although the “Relevance” dimension requires psychometric refinement in future studies. It is concluded that open-world RPGs can constitute promising environments for formative assessment when articulated with curricular objectives, performance rubrics, and systematic feedback cycles, favoring active, immersive, and cognitively engaged learning
- Marcio Mendonca
- Cintya Wedderhoff Machado
- Vitor Blanc Milani
- Aline Fernandes Alvarenga Meyer de Lima
- Adriano da Silva Moreira
- Marcio Takahashi Kawamura
- Emerson Ravazzi Pires da Silva
- Marta Rúbia Pereira dos Santos
- Norwin Porfirio Carrasquel Poturo
- Marcos Antônio de Matos Laia
- Daniela Mendonça de Oliveira
- Fabio Nogueira de Queiroz
- Vera Adriana Huang Azevedo Hypolito
- Fabio Rodrigo Milanez
- Paulo Alexandre Lourenço Jesus
- Andressa Haiduk
- Rita de Cássia de Campos
- Daniele Aparecida de Oliveira
- Henrique Cavalieri Agonilha