Bloxtime: indigenous voices, gamification and tangential learning outside History classes
Gamification; ancestry; tangential learning; historical empathy; historical consciousness
The aim of this research is to find a methodology to motivate the participation and learning of 7th grade students by creating and using a game outside the classroom. To this end, gamification techniques will be mobilized, especially flow theory and tangential learning. This proposal will be implemented on the ROBLOX platform, with narratives and scenarios inspired mainly by Brazilian indigenous literature. In this way, it is hoped to promote a virtual environment that stimulates historical empathy in order to develop students' criticality so that they can interpret their reality autonomously and be more inclined to listen to their teachers' speeches.