Neurus.Zone Model: Gamified Curriculum Enrichment for Personalized Learning
DOI:
https://doi.org/10.5281/zenodo.19691330Keywords:
Creativity, Gamification, Personalization, EdTech, Psychoeducation.Abstract
Although digital gamification has been widely discussed in educational research, few studies have actually developed and empirically tested tools designed specifically for curriculum enrichment. This study introduces and evaluate Neurus. Zone, an original mobile application created to promote personalized and equitable learning experiences through gamified curriculum enrichment. A quasi-experimental design was conducted with 24 ninth-grade students from public and private schools in Brazil, assessing creativity (Children’s Figurative Creativity Test), academic performance, and participants’ perceptions. The findings revealed significant improvements in creativity (p < 0.01; d > 0.8) and academic performance (p < 0.01) among the experimental groups, with more substantial gains observed among public-school students, suggesting a reduction in educational disparities. Beyond the statistical evidence, Neurus. Zone enhanced students’ motivation, autonomy, and engagement, aligning with the principles of Brazil’s National Common Curriculum (BNCC). This research provides the first empirical validation of an mobile app specifically designed for curriculum enrichment, demonstrating how technology can effectively integrate creativity and equity within school settings. The Neurus. Zone model offers a replicable framework for educational innovation and policy development in emerging contexts.
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