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<front>
<journal-meta>
<journal-id journal-id-type="publisher">global-journal-of-science-frontier-research-i-interdisciplinary</journal-id>
<journal-title-group>
<journal-title>Global Journal of Science Frontier Research - I: Interdisciplinary</journal-title>
</journal-title-group>
<issn publication-format="print">0975-5896</issn>
<issn publication-format="electronic">2249-4626</issn>
<publisher><publisher-name>Global Journals Publishing Group Incorporated</publisher-name></publisher>
<self-uri xlink:href="https://globaljournals.org/journal-seo-export/jats/58272.xml" />
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<article-meta>
<article-id pub-id-type="publisher-id">58272</article-id>
<title-group>
<article-title>Utilization of the Gamified Digital Platform Classcraft as a Strategy for Teaching Cellular Biology in Higher Education</article-title>
<subtitle>Gamified Classcraft Platform for Cellular Biology</subtitle>
</title-group>
<contrib-group>
<contrib contrib-type="author"><name><surname>Cunha</surname><given-names>MÃ¡rcia Regina Holanda da</given-names></name><xref ref-type="aff" rid="aff1" />
</contrib>
<contrib contrib-type="author"><name><surname>Santos</surname><given-names>SÃ¢mela Silva</given-names></name></contrib>
<contrib contrib-type="author"><name><surname>Jacinto</surname><given-names>BÃ¡rbara Ross Poeys</given-names></name></contrib>
<contrib contrib-type="author"><name><surname>Alves</surname><given-names>Larissa Zanetti</given-names></name></contrib>
<contrib contrib-type="author"><name><surname>Santos</surname><given-names>Kaique Taylor Grippa dos</given-names></name></contrib>
<contrib contrib-type="author"><name><surname>Mauad</surname><given-names>HÃ©lder</given-names></name></contrib>
</contrib-group>
<aff id="aff1">BRAZIL, Universidade Federal do EspÃ­rito Santo</aff>
<pub-date publication-format="electronic" date-type="pub" iso-8601-date="2023-10-19">
<day>19</day>
<month>10</month>
<year>2023</year>
</pub-date>
<volume>23</volume>
<issue>I2</issue>
<fpage>27</fpage>
<lpage>37</lpage>
<abstract><p>Abstract not found</p></abstract>
<kwd-group kwd-group-type="author-generated">
<kwd>digital platforms</kwd>
<kwd>gamification</kwd>
<kwd>teaching-learning strategies</kwd>
<kwd>higher education</kwd>
<kwd>technologies.</kwd>
</kwd-group>
<self-uri content-type="pdf" xlink:href="https://globaljournals.org/GJSFR_Volume23/4-Utilization-of-the-Gamified.pdf" />
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<body>
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<title>Full Text</title>
<p>Due to the sanitary context experienced during the COVID-19 pandemic in the years 2020 and 2021, digital platforms, as well as virtual learning environments such as Google Meet and Google Classroom, became the main communication tools between students and the teacher. In this scenario, advancements in the use of digital and multimedia tools contributed to building a range of possibilities for the teaching and learning process. Linked to this, the utilization of gamified digital platforms can make tasks more stimulating and enjoyable, resulting in increased engagement, interaction, and emotions, while also promoting the integration of technologies into the teaching and learning process. The gamified digital platform ClasscraftÂ®, designed for education, offers an approach that engages students by combining elements of role-playing games (RPGs) with the educational environment, creating an immersive and interactive experience</p>
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