Inovando em Educação Nutricional: Aplicação de Gamificação e Recursos Digitais em Alunos do Ensino Médio

Autores

  • Antonio-José Moreno-Guerrero Department of Didactics and School Organization, University of Granada, Ceuta
  • María-Elena Parra-González Department of Research Methods and Diagnosis in Education, University of Granada, Ceuta
  • Jesús López-Belmonte Department of Didactics and School Organization, University of Granada, Ceuta
  • Adrián Segura Robles http://orcid.org/0000-0003-0753-7129

DOI:

https://doi.org/10.47197/retos.v43i0.87569

Palavras-chave:

educação; recursos digitais; gamificação; inovação; Aprendendo; metodologia; nutrição; Educação Física; alunos

Resumo

Os professores devem usar tecnologia e metodologias ativas como ferramentas fundamentais para o ensino de questões básicas de nutrição. O objetivo desta pesquisa foi analisar o potencial de um plano de treinamento em educação nutricional realizado com tecnologia educacional e metodologia gamificada. Para tanto, utilizou-se um desenho quase-experimental em uma amostra de 237 estudantes espanhóis do terceiro nível do ensino médio. Após a realização da experiência de treinamento em docência, os dados foram coletados por meio de um questionário. Os resultados mostraram que o ensino da educação nutricional por meio da gamificação estimula a motivação, o relacionamento entre os alunos, a autonomia, a percepção do tempo durante as aulas e a melhora nas notas. Conclui-se que a gamificação é um método eficaz de ensino da educação nutricional para alunos do Ensino Médio Obrigatório.

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Publicado

2022-01-06

Como Citar

Moreno-Guerrero, A.-J., Parra-González, M.-E., López-Belmonte, J., & Segura Robles, A. (2022). Inovando em Educação Nutricional: Aplicação de Gamificação e Recursos Digitais em Alunos do Ensino Médio. Retos, 43, 438–446. https://doi.org/10.47197/retos.v43i0.87569

Edição

Secção

Artigos de caráter científico: trabalhos de pesquisas básicas e/ou aplicadas.

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