2024-09-242024-09-242023-09-27https://repositorio.ifal.edu.br/handle/123456789/736Biology is an important subject in the computer science technical course, as it provides important insights into the universe of organisms as a space for reactions. In order to learn about and optimise motivating technological teaching strategies, platforms such as GoConqr and Kahoot are suggested for online quizzes. In this context, an educational intervention was organised using Kahoot on the subject of "Ecosystem Ecology" for students on a computer science course. The methodology used was qualitative research, as it was carried out with a group of students on IFAL's technical IT course by applying a quiz on Kahoot and then carrying out a satisfaction survey. It was realised that gamification contributed significantly to better assimilation of the content of "Ecology of ecosystems". Kahoot therefore made it possible to break down paradigms and provide students with better qualifications and motivation to work in the labour market.ptAttribution-ShareAlike 3.0 BrazilEnsinoFerramenta digitalGamificaçãoCIENCIAS BIOLOGICAS::ECOLOGIATeachingDigital toolGamificationEcologyUso do kahoot como recurso didático tecnológico para abordagem do tema ecologia dos ecossistemas no curso técnico em informática do Instituto Federal de Alagoas, polo ArapiracaTrabalho de Conclusão de CursoCIENCIAS HUMANAS