2024-03-262024-03-262024-03-262021-12-01https://repositorio.ifal.edu.br/handle/123456789/503Gamification is a teaching proposal of great importance, especially in the educational context in which we are currently experiencing, resulting from the new coronavirus pandemic. With remote learning, this tool becomes relevant to attract students' attention as well as achieve learning. The main objective of this work is to evaluate the use of gamification in the educational field as an active methodology in the teaching-learning process during emergency remote teaching, as well as to verify the advantages and weaknesses during its applicability. The work will address education in Brazil, the concepts of learning, playfulness and its importance in education, as well as addressing gamification as an innovative method of learning. In this sense, with regard to the methodology, it was a qualitative and quantitative research, where a survey was carried out in 07 private schools of Elementary and High School located in the city of Penedo/AL, with the target audience, 15 Science and Biology professors. Thus, it was found that teachers find the use of games during class very interesting, but not everyone uses this tool. It was also found that all professors mentioned that gamification is weak in its applicability to the internet that does not contribute.Acesso AbertoGamificaçãoAprendizagemEducaçãoLudicidadeEnsino remotoGamificação e ensino: uma proposta lúdica e inovadora no processo de ensino e aprendizagemTrabalho de Conclusão de CursoCIENCIAS HUMANASEDUCACAOENSINO-APRENDIZAGEM