Gamification as a Strategy for Enhancing Engagement in the Use of Educational Technologies within the Maker Space
Educational Technology; Engagement; Gamification; Maker Space
Over the years, technology has evolved across all sectors, and education has been no exception. Schools have progressively incorporated variouseducational Technologies; however, it is essential to ensure that this integration occurs effectively, fostering meaningful learning and student engagement. In this context, the present study aims to analyze the effects of gamification on the engagement of elementary school students in activities conducted within a Maker Space. The research will be carried out at “Escola Municipal Ativa Integral (EMAI) Escritor Luiz Augusto Crispim”, located in João Pessoa - Paraíba, Brazil, with 5th-grade students during a school vacation program. This is an applied research project employing a mixed-methods (quantitative and qualitative) approach and an action research design, affiliated with the Graduate Program in Innovation in Educational Technologies (PPgITE). The study seeks to identify the causes of low engagement in technology-based activities, develop a gamified pedagogical intervention tailored to students’ needs, implement it in the Maker Space context, and analyze its outcomes. It is expected that gamification will help make classes more dynamic and engaging, promoting greater student motivation, participation, and involvement in the learning process.