GAMIFICATION IN ELEMENTARY SCHOOL: METHODOLOGY ACTIVE FROM THE PERSPECTIVE OF INCLUSIVE EDUCATION AND VALUATION OF THE POTENTIALITIES OF ALL STUDENTS.
inclusive education, gamification, technology.
The present research aimed to analyze if the use of active learning methodologies, using gamification, working interdisciplinary the didactic contents of Portuguese, mathematics and art, is able to positively influence the active participation of students in classes and the inclusion of all students. the students. Thus, the following specific objectives were established: to identify the students' level of motivation through autonomy; identify commitment to collaborative work; to verify if the students, from the gamification strategy, recognize the textual genres, as well as the ability to use them on a daily basis; recognize whether gamification as an active methodology contributes to the teaching-learning process and to the development of socio-emotional skills. Thus, the bibliographic study began on the themes of active methodologies and gamification as an active methodology, supported by Alves (2014), Alves (2018), Eugenio (2020), Kapp (2012), Moran (2018). Therefore, the concept on the subject was defined, highlighting the main elements that are present in gamification, such as: avatars, competition, collaboration, levels, rewards, feedback, among others, which can be used to promote student engagement. in achieving an objective. Still, aiming to develop a product capable of encouraging the interaction and inclusion of all students, regardless of their physical, social or gender characteristics, seeking to make education inclusive, this work is anchored in researchers such as Mendes (2001, 2017), Ferreira (2014), Ribeiro (2019). The research involves the development of a gamified product, having technology as a basis for doing research and producing works, the game being applied in three 5th grade classes at the State School Professor Djalma Guilherme da Silva, located in the municipality of Sinop/MT. Participant research was used as a methodological basis, as there was interaction and involvement of the researcher with the researched, seeking to deeply understand the research subjects. To enable the analysis of the results, the classes were observed during the application of the game, with photographic records, filming and semi-structured interviews. It is concluded that gamification as an active methodology is promising and contributes to the development of the teaching-learning process, of socio-emotional skills, strengthening the bond between students and between students and teachers, contributing to a more inclusive education.