FlipUFSC Estratégia de Gamificação como Alternativa Pedagógica para o Período Pré-vestibular

Abstract

ABSTRACTThe Federal University of Santa Catarina’s entrance exam is the primary means of admission to the institution. This period often induces anxiety, fear, insecurity, and distress among students. Reflecting on the potential of teaching methodologies to ensure the necessary competencies and mitigate tensions during exam preparation, the inclusion of digital games in education has proven to be a positive approach. This work presents the development process of the educational game FlipUFSC — modeled after an arcade game and employing the Design Science Research Methodology (DSRM) — which integrates questions sourced from UFSC’s entrance exams. Thus, it aims to contribute to ensuring inclusive, equitable, and quality education, as established in Goal 4 (Quality Education) of the United Nations Sustainable Development Goals (SDGs), by making this preparatory period more engaging in order to support access to higher education

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