Cell phones in the classroom: what is the impact on education?
- Elisama Adorno
- Sep 27, 2024
- 2 min read

The use of games and game elements in the classroom has gained prominence in recent years. Gamification has proven results, especially in increasing student engagement. When gamification is combined with technology, it becomes a powerful tool for the teaching and learning process.
Digital gamification can add motivation, engagement and encouragement to classrooms. Question-based games like Nivelamento Online involve competition, challenge leaderboards, achievement badges, reward points, instant feedback and AI, allowing students to engage with educational content in a fun, dynamic and personalized way.
Given the visible advances brought about by digital gamification, rethinking the use of cell phones in the classroom takes on a new paradigm. Combating excessive screen use is imperative, as uncontrolled use of devices by children and adolescents causes distraction and digital dependence. The constant presence of social networks and notifications can distract students during classes, leading to a decrease in focus and academic performance. Therefore, it is important that teachers are prepared to use this technology effectively and in a pedagogically relevant manner, and that students learn to manage their use to ensure that the benefits outweigh the risks.
Mobile phones allow students to learn at their own pace, and apps and gamification platforms can be tailored to individual needs, allowing each student to progress according to their abilities and interests. Additionally, mobile phones provide instant access to a vast array of information, videos and articles, which can encourage students to become independent learners by allowing them to investigate topics of interest in real time.
The use of cell phones in high school, when properly guided and integrated into the teaching methodology, can enrich the learning process. The use of Nivelamento Online is proof of this; the game combines gamification with digital technology, showing the potential to transform education, making it more interactive and adaptable to the needs of students. The key is to find a balance between the productive use of technology and managing the challenges it presents.
References
NEVES, MARCOS ANTONIO SOARES DAS. Gamified educational platforms and the teaching of physics: the case of Online Leveling. 2023. 84 p. Dissertation (Postgraduate Program in Teaching Natural Sciences and Mathematics - Professional Master's Degree) - Universidade Estadual do Centro-Oeste, Guarapuava. Available at: http://tede.unicentro.br:8080/jspui/handle/jspui/2171
MAGADÁN-DÍAZ, M.; RIVAS-GARCÍA, JI Perceptions of postgraduate students towards gamification in the classroom with Quizizz. Free Text , Belo Horizonte-MG, v. 15, p. e36941, 2022. DOI: 10.35699/1983-3652.2022.36941. Available at: https://periodicos.ufmg.br/index.php/textolivre/article/view/36941
G1 Education. MEC announces preparation of bill to ban cell phones in public and private schools. G1 , September 20, 2024. Available at: https://g1.globo.com/educacao/noticia/2024/09/20/medida-para-proibir-uso-de-celulares-em-escolas-publicas-esta-sendo-preparado-pelo-mec.ghtml . Accessed on: September 26, 2024.