Gamificação virtual no ensino de biologia: explorando o jogo Plague Inc como ferramenta educacional
Gamificação virtual no ensino de biologia: explorando o jogo Plague Inc como ferramenta educacional
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DOI: 10.22533/at.ed.9762305124
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Palavras-chave: edutretenimento; tecnologias educacionais; inclusão; jogos virtuais
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Keywords: edutainment; educational technologies; inclusion; virtual games
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Abstract: Virtual gamification is an emerging methodology that allows the integration of classroom curriculum content into games using applications and platforms. The use of virtual gamification can enhance student engagement and motivation through playfulness and edutainment, yielding positive outcomes in inclusive education for neurodiverse students. This study analyzed the pedagogical potential of the game "Plague Inc" in inclusive biology education, with the aim of increasing engagement, motivation, and learning among students in Basic Education at CAp-UERJ. Preceding simulations were conducted, relating to high school curriculum topics such as healthcare programs, ecology, evolution, biological classification and parasitology. Plague Inc proved to be a platform that enables investigative teaching, starting with students formulating hypotheses that can be tested in real-time. The choices and consequences in pathogen management are discussed and guided entirely by the decisions and options made. The pandemic simulator demonstrated effectiveness and significant pedagogical potential for both neurotypical and neurodiverse students (including those with Autism Spectrum Disorder, Attention Deficit Hyperactivity Disorder, and dyslexia). This study also underscores the importance of incorporating such methodologies into teacher education curricula to equip educators with the skills necessary for more inclusive teaching.
- WALDINEY CAVALCANTE DE MELLO
- Marina Benjamin do Val Amorim
- Anatalia Kutianski Gonzalez Vieira