evaluated through the reapplication of the initial
questionnaire.
• Improvement in Academic Performance
The reapplication of the engagement questionnaire
also revealed significant changes in students'
attitudes toward the subjects:
• 59.1% of the students demonstrated a noticeable
increase in their level of engagement,
participating more actively in class and showing
greater interest in the proposed activities.
• 27.3% of the students maintained a level of
engagement similar to that observed at the
beginning but reported feeling more
comfortable and motivated in the school
environment, especially during group activities.
• 13.6% of the students showed a moderate
improvement in engagement, particularly in
subjects that required more interaction and
cooperation, suggesting that there is still room
to enhance engagement strategies for this group.
The results highlight the effectiveness of
pedagogical approaches that consider individual
behavioral profiles. Gamified and personalized
activities fostered a richer learning experience,
promoting socio-emotional skills and increasing
student interest.
The study's limitations include the small sample
size, restricted to high school students from a private
school, which may hinder generalization.
Additionally, the game Detroit: Become Human
demonstrated benefits in engagement and behavioral
assessment but may face limitations in broader
educational contexts due to its specific nature and
required infrastructure.
Future research should expand the sample to
include diverse age groups, public schools, and cultural
contexts, enabling a more comprehensive under-
standing of personalized gamification effects. Investi-
gating other games and educational technologies could
further evaluate the adaptability of pedagogical
interventions to students’ individual needs.
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