Gamefiction in the teaching of morphology: A mini review
International Journal of Development Research
Gamefiction in the teaching of morphology: A mini review
Received 28th June 2020; Received in revised form 14th July 2020; Accepted 02nd August 2020; Published online 30th September 2020
Copyright © 2020, Domingos Antônio Clemente Maria Silvio Morano et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
In recent years, many teachers have used gamification as a teaching strategy, but there has been a shortage of such studies in Brazil. An intense debate has arisen among teachers about the use of games in teaching, since the generated competition is not favored by some teachers resistant to new teaching methodologies. The objective of this research was to carry out an integrative review on gamification with the morphology teaching tool. A descriptive study of integrative review was carried out. The first phase of the study consisted of an integrative review of national and international scientific literature on gamification in journals indexed in the Virtual Health Library and Scielo, Science Direct and Google Scholar from health and education descriptors. To select the sample, three steps were performed. Inclusion / exclusion criteria were applied, resulting in the final sample of nine articles. We searched for texts published in Portuguese, English and Spanish on gamification and morphology, between 2000 and 2020, that addressed the concept of gamification in the teaching of morphology. The main results of the review demonstrate the use of Kahoot, IClickers as main strategies and teaching. In addition, some articles demonstrate the relative impact of iClickers and the gamification tool in teaching anatomy, as well as the effect of using cell phones and games on anatomy learning. It is concluded that there is a timid production on the teaching of gamification and morphology, demonstrating the need to elaborate educational policies to introduce methodology as a tool for teaching work and to improve the teaching and learning process.