Study goals
Propose the so-called JADIGI Method – Teaching and Learning through Analog and Digital Games or, simply, the JADIGI Method, which aims to minimize this existing educational inequality, anchored in three pillars: impact of the pandemic; regional inequality; and low implementation cost.
Relevance / originality
The development of games (gamification process) as accessible, playful, and interactive pedagogical tools to reduce inequalities and promote meaningful learning, through language appropriate to the students' reality.
Methodology / approach
The JADIGI Project uses the Design Thinking approach and adopts a single-case research methodology applied with the implementation of active methodologies, in particular, analog and digital games (gamification process).
Main results
Development of partnerships with public and private schools; improvement in academic performance; promotion of inclusion, reduction in dropout rates and academic gaps; generation of opportunities for training/education of multipliers.
Theoretical / methodological contributions
Creation of a gaming platform adaptable to any type of discipline and easy to access and implement; standardization in game creation based on a simplified and interactive script.
Social / management contributions
Allow any teacher to create or use the games created to enhance their classes and motivate student learning; allow the exchange of information through a network of collaborators.