Gamified Learning Projects: A Methodological Design for the Education in the Hybrid And Multimodal Culture
This paper results from theoretical-epistemological constructions and technical-methodological ripening
developed in the investigations held by Digital Education Research Group (GPe-dU UNISINOS/CNPq). This investigation is
based on the following research problem: how the gamification, combined with elements present in the research-intervention
cartographic method and in the learning projects can contribute for the development of the inventive methodologies,
considering education in the hybrid and multimodal culture? The study objective was to understand the potential of the
gamification, of the research-intervention cartographic method and of the learning projects for the development of a more
significant methodology for the learning subjects who are part of the hybrid and multimodal culture. The research is
qualitative, exploratory and descriptive and uses the intervention-research cartographic method. As instruments and
materials were used participant observation, logbook, and records in the form of digital text, audio, photography and video.
The data were organized, categorized and interpreted from the theoretical framework. As research results can be highlighted
the learning situations created in undergraduate and graduate studies, the learning situations created by the subjects in
formation in the schools where they work, the conceptual deepening and, finally, the Gamified Learning Projects
Keywords - Gamification, Cartography, Learning Projects, Hybridism, Multimodality.