Gamificação no Ensino Superior para o desenvolvimento de Soft Skills: uma Revisão Sistemática da Literatura
Palavras-chave:
Ensino Superior, Gamificação, soft skillsResumo
O objetivo desta Revisão Sistemática da Literatura é investigar a gamificação no desenvolvimento de soft skills no ensino superior. Foi realizada uma busca nas bases de dados Scopus e Web of Science por estudos publicados nos últimos dez anos, em inglês, português ou espanhol, até 14 de março de 2024. A qualidade metodológica foi avaliada pelo checklist do Joanna Briggs Institute. A síntese dos resultados foi narrativa e quantitativa quando possível. Foram incluídos 37 estudos, que variaram em contexto, intervenção e metodologia. Os principais efeitos da gamificação incluem melhorias em comunicação, colaboração, pensamento crítico, resolução de problemas e adaptabilidade. As limitações incluem variabilidade nos desenhos de estudo, risco de viés e inconsistência nos resultados. Concluí-se que a gamificação tem impacto positivo no desenvolvimento de soft skills, mas são necessários mais estudos robustos para consolidar as evidências.
https://doi.org/10.21723/riaee.v20i00.1942901
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