GAME ELEMENTS USED IN GAMIFIED ACTIVITIES FOR STUDENT ENGAGEMENT AND CONSTRUCTION OF THE ENERGY CONCEPT
Gamification, High School, Meaning Making, Energy, Student Engagement.
The student who realizes that the knowledge studied establishes cultural relationships with their daily lives feels more motivated and engaged in didactic activities. As the school experiences a tension between cultural maintenance and transformation, students often understand school knowledge as not uninteresting. With the advent of cyberculture, a cultural phenomenon called gamification emerged. Gamification is defined as the use of game elements in a non-game context, which was initially used in a marketing context, to retain customers, has now been used in an instructional and educational context. Gamification has been used in physics teaching as a motivational tool to stimulate students' motivation to learn. However, motivation is a psychological characteristic that is difficult to observe, for this reason we decided to observe the student engagement of students in this work. Student engagement can be defined as the amount of time and physical and mental effort a student chooses to invest in an activity that promotes their learning. Thus, it is important to remember that student engagement is a cultural, multidimensional phenomenon that is related to the student's motivation to learn and to their own learning. For the teaching of physics, learning is associated with the construction of meanings of scientific concepts. According to the sociology-historical perspective, the construction of meanings occurs with the internalization of concepts that can occur spontaneously, when it occurs from the contact of the person as the object of knowledge, or mediated, which occur through the internalization of culturally established concepts. Thinking about teaching physics, the concept that will be used is the concept of energy. The concept of energy is an interdisciplinary concept, structuring and guiding all school physics, in addition to presenting socio-cultural, scientific and technological aspects that can be contextualized in the students' culture. Thus, this work aims to analyze how game elements used in gamified activities influence student engagement and the construction of meaning of the scientific concept of energy. For this, we will seek to correlate cultural aspects with the dimensions of student engagement; Analyze how game elements used in gamification can influence the different dimensions of student engagement; Check how the dimensions of engagement are related to the construction of meaning of concepts; Check how the game elements can relate to the construction of meanings of the scientific concept of energy. To achieve this objective, we will develop the research using participatory research. The research will be carried out following all the protocols to face the COVID-19 pandemic, and will seek to protect the confidentiality of the participants, following the guidelines of the UFRPE ethics council. As instruments of analysis, participant observation, semi-structured interview and questionnaire will be used. These instruments will produce data that will be analyzed with descriptive statistics, implicative statistical analysis and content analysis. With these analysis tools, we hope to be able to compose a multidimensional picture of the analyzed phenomenon.