Games and interactive activities stimulate curiosity and empathy, as well as making learning more efficient and easier.
Anyone who thinks that games and studies don't mix is mistaken. In fact, gamification in education is estimated to grow by 15.4% by 2024. The data comes from the report "The 2019-2024 Global Game-based Learning Market" by Metaari, a market research company that identifies opportunities for learning technology providers.
The reasons for this growth include the fact that gamification has proven to be an effective strategy for increasing student motivation and engagement, as well as facilitating content assimilation, making teaching more effective and long-lasting.
Among the equipment that makes this possible are Digital Tables. Interactive, they feature touch technology and recognize, for example, human touch, as well as plastic objects, brushes, felt-tip pens, and more. With easy-to-understand visual elements, the device offers activities such as games with different learning levels, among other possibilities.
These resources play a fundamental role in classroom development, making the process more engaging, motivating, and efficient for children. By transforming educational activities into interactive games, such as with gamification methodology, students' interest, curiosity, and willingness to participate in the proposed activities are stimulated. Elements such as challenges, rewards, rankings, achievements, and levels create a fun atmosphere, which promotes engagement and concentration.
In addition, the dynamics of games enable children to overcome obstacles and gradually acquire skills and knowledge, which contributes to a sense of progress and self-improvement. She also points out that, through these activities, children can put themselves in the shoes of characters, solve challenges, and experience real-world situations, which stimulates empathy and understanding of the emotions and perspectives of others.
Another benefit is the encouragement of collaboration and teamwork. Many educational games are designed to be played in groups, which promotes social interaction and the exchange of ideas among students. Learning becomes a more enjoyable and meaningful experience, promoting knowledge building, the development of social-emotional skills, and the formation of more engaged and motivated students.
From design to play, in the classroom and at home
As an educational product, Digital Tables activities are developed and implemented based on a careful and planned approach. The process involves several important steps.
The first, design and planning, has a multidisciplinary team composed of educators, designers, and programmers. They define the specific learning objectives for each activity, the target audience, and the content to be covered, all carefully aligned with the National Common Core Curriculum (BNCC).
Next comes the phase of creating narratives and challenges, always seeking engaging constructions and progressive challenges, with overcoming obstacles. After that, gamification elements such as scores, levels, achievements, and reward proposals are inserted to encourage student participation and stimulate healthy competition.
There is also a customization and adaptability phase, so that each activity can be adjusted to the skills and progress of each student. Subsequently, lesson plans and teaching manuals are developed to encourage teaching practices. Finally, there is the implementation stage at the tables.
Once ready for use, it is important to measure the time and types of games, always in a manner appropriate for each age group, considering the recommendations of experts in education and child health, as well as the pedagogical guidelines of educational institutions.
For children aged 3 to 6, it is recommended to offer simpler and more playful activities that stimulate cognitive, motor, and social-emotional development, such as memory games, puzzles, activities involving colors and shapes, and interactive stories.
For children aged 7 to 12, it is possible to introduce activities that work on other skills, such as math, language arts, science, and problem-solving games. It is also important to encourage imagination through construction and creation games.
Veridiana Pruchaki, director of the Association of Parents and Friends of Exceptional Children (APAE) in Agudos do Sul, has seen firsthand how useful the Digital Table is in the classroom. “It’s an excellent tool because we can develop various issues with our students, not just educational ones. We are able to interact with the students, especially those with autism, and establish bonds beyond literacy issues. It really catches their attention, and we are able to propose a variety of different tasks," she says. The institution serves more than 90 students with intellectual disabilities, autism, cerebral palsy, and rare syndromes.
Regardless of the child's age, it is important to note that the time spent playing games and engaging in digital activities should also be monitored, avoiding excess and balancing it with other physical and social activities. In this sense, not only educators but also parents can assist in the gamification process and in children's free time and studies at home in various ways, including participating in activities and discussing learning. With a balanced approach and parental involvement, gamification can become a valuable tool for children's development at home as well.