Gamification as a didactic strategy for the development of meaningful learning in initial education students.


Abstract:

Gamification is considered as a didactic and motivational strategy that serves to obtain appropriate behaviors in students, promoting attractive environments where participants get involved, obtaining favorable learning results. The game is an essential piece to gamify the activities that are going to be carried out in the classroom such as scoring, challenges, medals, etc. When students' motivation is enhanced, the level of student satisfaction can be improved, in addition to facilitating the development of key skills, this is an extrinsic motivation that generates an external commitment capable of favoring attention and interaction with students. the task and the learning involved, including rewards, status, achievements and competitions. The incorporation of gamification in classrooms has been identified as a potential strategy that could maximize student participation and have a positive impact on learning. Gamification refers to the incorporation of game elements in different environments, including learning environments, and is becoming a topic of predominant interest among researchers. In the present investigation, three techniques were applied for data collection, each one with its respective instruments: the observation that was applied to the students of initial education, the interview that was carried out with their teachers and the survey that was directed to the representatives of said students of the Educational Unit Carlos

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    Fuente:

    googlegoogle

    Tipo de documento:

    Other

    Estado:

    Acceso abierto

    Áreas de conocimiento:

    • Pedagogía

    Áreas temáticas:

    • Enseñanza primaria
    • Escuelas y sus actividades; educación especial
    • Juegos de habilidad de interior