Abstract
This article aims to propose a technological platform designed for the context of Brazilian secondary education, based on the integration of gamification and interactive resources as a strategy to support the teaching and learning process. The study focused on the development of the BrainXP application, conceived to provide students with a more dynamic, engaging, and educationally relevant learning experience aligned with contemporary educational demands. Methodologically, the research was based on a bibliographic review and the analysis of studies that highlight weaknesses in secondary education, especially regarding low student engagement and the limitations of traditional teaching methods. The results indicate that the proposed solution has the potential to enhance student involvement, encourage active participation in the educational process, and contribute to learning improvement.

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Copyright (c) 2026 Silvia Garcia
