The Effectiveness of Gamification for Teaching Geography in the 6th Grade of Elementary School: Methodological Proposal and Didactic Use.
Geography Teaching, Didactic Resource, Gamification, Virtual Reality, Elementary School
Gamification in Geography education has grown in recent decades with the support of digital technologies, such as software, virtual reality applications, and digital games. Understood as the application of game elements in educational contexts, gamification constitutes an innovative and effective didactic resource, capable of increasing students' interest and understanding of content, encouraging critical thinking, autonomy, and meaningful learning. This research analyzes the effectiveness of gamified strategies in Geography teaching for 6th-grade classes in elementary school, based on the application of analog games (adapted Uno) and digital games (Wander and Fly, via Meta Quest), at the Áurea Pires da Gama Municipal School, Bracuí, in Angra dos Reis, and at the private school Instituto Galileu Galilei, in Copacabana, Rio de Janeiro. The mixed methodology used made it possible to observe and compare the involvement, participation, and appropriation of content by students in playful and technological activities. The results indicated that the teaching approach contributed to more dynamic and engaging experiences, in contrast to traditional teaching, enhanced by the use of digital and peripheral resources, such as virtual reality glasses. This organization fostered interaction, interest, and critical learning among students of a generation strongly connected to digital technologies