INNOVATIVE PLAY
Gamification and Design Thinking in the Development of Innovative Competencies in Technical and Higher Education
DOI:
https://doi.org/10.13058/raep.2026.v27n2.2686Keywords:
Innovation education, Gamification, Active methodologies, Technical and Vocational Education and Training, Innovative competenciesAbstract
This article presents the development and implementation of Jogada Inovadora (Innovative Play), a practice-based educational tool designed to teach innovation in Technical and Vocational Education and Training (TVET) and higher education. Jogada Inovadora employs a gamified approach rooted in design thinking, utilizing structured, gamified missions. We developed and implemented Jogada Inovadora across various educational settings. By using reflective reports aligned with the Experiential Learning Cycle as assessments, we found that Jogada Inovadora fosters the development of innovation-related competencies such as creativity, active listening, collaboration, and critical thinking while also enhancing student engagement. Moreover, Jogada Inovadora aligns with contemporary demands for more active pedagogical practices that integrate theory and practice and is replicable. In conclusion, Jogada Inovadora represents a viable alternative for educators and school administrators seeking to promote more creative and collaborative learning environments.
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Copyright (c) 2026 Josué Alexandre Sander, William Jose Borges, Emily Marieli Oliveira de Souza

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