cooperation guidelines. The application of Likert
scale-based questionnaires before and after the
interventions enabled the measurement of changes in
students' engagement and perceptions. The results
showed a significant increase in motivation, sense of
purpose, and the development of applicable skills
after the introduction of methodological practices that
encouraged interaction and contextualization of
learning.
Despite the positive results, some limitations were
identified. The experiment was conducted in a
controlled environment and focused on a single
specific game, which may hinder the generalization
of findings to other subjects, games, or educational
settings. Moreover, the results depend directly on
students' receptiveness to the chosen game and
teachers' ability to mediate and promote effective
collaborative interactions. These variables may limit
the applicability of the results in scenarios with
different student, teacher, or infrastructure profiles.
Based on the results and observed limitations, this
research proposes some directions for future work. It
is recommended to expand the use of educational
games to other content and subjects, exploring
various forms of gamification that adapt to different
pedagogical contexts and student profiles.
Additionally, it would be valuable to investigate the
sustainability of these practices in the long term,
considering costs, planning time, and teacher training.
Evaluating the feasibility of these strategies in
educational environments with limited resources or
greater cultural and socioeconomic diversity may
provide relevant insights for consolidating and
expanding the use of gamification as a pedagogical
tool.
Finally, this research reinforces the importance of
innovative and interactive methodologies in teaching,
highlighting how the strategic use of gamification,
contextualization, and collaboration can transform
the learning experience, making it more engaging and
meaningful for students.
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