2024-08-132024-08-132024-08-132023-11-04https://repositorio.ifal.edu.br/handle/123456789/608Combining technology and education is a daily challenge that teachers need to deal with. Creativity in the classroom makes classes more dynamic and captivates students through games, educational techniques and active methodologies, according to the BNCC. One of the important factors to be combatted is school dropout, which occurs frequently both in basic education and in professional and technological education. Playfulness is a transformative path in the digital age, which can transform traditional model classes into interactive teaching. Gamification is a strategy to be applied in this research, in order to make classes more attractive. The inclusion of games is based on the study of the mobility and frequency with which students are engaged in carrying out the activities of the distance learning course. This research aims to study an English class at Pronatec through the application of games, breaking the idea that online courses cannot be fun, through the intervention of a quiz related to the content covered in the VLE. The approach method for this research is qualitative. An online questionnaire was administered through Wordwall, sent to a Pronatec English class, containing 10 questions from the course content. After the intervention, a form made on Google Forms was available so that students could give their opinion on what they thought of the game, whether they believe in the importance of gamification for learning, among other issues related to games in education. Our study, in a class of 50 students, showed that only 30% of students managed to reach the end and completed all the proposed activities. It was observed that gamification was an important tool in this intervention. Most of the students were interested in implementing the activity. Therefore, it is possible to motivate students with the use of educational games, making activities more interactive, providing students with motivation to continue their training, thus becoming an important strategy to combat school dropout.Acesso AbertoEducaçãoGamificaçãoTecnologiaEducationGamificationTechnologyO uso da gamificação em uma turma de inglês do Curso Técnico do PronatecTrabalho de Conclusão de CursoCIENCIAS HUMANAS