PLAYFULNESS AND CRITICAL THINKING: THE PEDAGOGICAL USE OF ANALOG GAMES IN HIGH SCHOOL PHILOSOPHY EDUCATION
Teaching of Philosophy; Analog Games; High School; Philosophy.
Recurring challenges in high school Philosophy education, such as the excessive abstraction of content and students' lack of interest, reveal the limitations of traditional practices and the need for more interactive pedagogical strategies. This study investigates how analog games can mediate the teaching and learning process in Philosophy, promoting student engagement, critical thinking, and active participation. Adopting a qualitative approach, the research is grounded in authors such as Huizinga, Kishimoto, Freire, Ausubel, and Lipman, and employs procedures including participant observation and the adaptation of existing games using accessible classroom materials. It is expected that the intentional integration of ludic activities will help make Philosophy more relatable to students' lived experiences, enhancing conceptual understanding and fostering student protagonism. As a practical outcome, the study will produce a methodological guide for high school teachers, offering proposals for the use of analog games in Philosophy classes, thus expanding the possibilities of didactic innovation in line with the competencies outlined by the BNCC.