Gamificação no Ensino Superior

Simulação e Avaliação do Modelo “Exploradores do Conhecimento”

Authors

  • Rui Pascoal ISTAR-IUL

DOI:

https://doi.org/10.25767/se.v34i1.41904

Keywords:

Gamificação; Ensino Superior; Aprendizagem Ativa; Simulação Educacional; Competências Acadêmicas; Engajamento Estudantil; Inovação Pedagógica.

Abstract

This article presents and evaluates, through simulation, a gamification model called “Knowledge Explorers”, developed for higher education. The model integrates game elements — such as academic missions, scoring systems, rewards, rankings and continuous feedback — into the curriculum of university courses, with the aim of promoting greater engagement, active learning and skill development. The simulation was conducted in a fictitious scenario of a Business Administration course with twenty different student profiles, allowing the observation of trends in participation, performance and development of skills. The results indicate a significant increase in engagement, improvement in academic performance and strengthening of collaborative and analytical skills. The study also observed the importance of balancing challenge and support, as well as the need to adapt to different learning profiles. The study concludes that gamification, when applied in a structured and pedagogical way, can represent an effective innovation strategy in higher education.

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Published

2025-11-19

How to Cite

Pascoal, R. (2025). Gamificação no Ensino Superior: Simulação e Avaliação do Modelo “Exploradores do Conhecimento”. Saber & Educar, 34. https://doi.org/10.25767/se.v34i1.41904