Gamification in The Teaching-Learning Process of History, to Optimize Pedagogical Strategies in Unified General High School Education

Objective: The study analyzes the gamification in the teaching of History to improve pedagogical strategies in students of second of high school. Its objectives include diagnosing the intrinsic motivation towards history, describing the theoretical and methodological foundations of gamification, and proposing motivational strategies aligned with curricular objectives. Theoretical reference: Gamification is presented as a didactic strategy that promotes motivating and interactive learning. Active methodologies based on constructivist theory favor active participation, cooperative work, problem solving and encourage creativity, reflection and criticism, although their use in classes is limited. Method: The methodology is quantitative descriptive, using a questionnaire applied to 40 students of second of baccalaureate of the Miguel Ángel Suárez Private School in Loja, Ecuador. Results and conclusion: The results indicate that gamification improves motivation and intrinsic participation in learning history. It is crucial that teachers integrate gamified strategies into teaching planning to develop critical and historical analysis skills in an attractive way. Originality/value: Research provides a solid foundation for implementing gamification as an effective tool for developing critical, historical and analytical skills, making learning more engaging and relevant. It combines constructivist theories with active methodologies, offering a valuable resource to adapt traditional pedagogical strategies to new educational demands through the integration of digital resources.

Authors

Institutions

Publication Details

Journal
Revista de Gestão Social e Ambiental
Published
2024-09-02
DOI
https://doi.org/10.24857/rgsa.v18n9-173
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
2.37
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification in The Teaching-Learning Process of History, to Optimize Pedagogical Strategies in Unified General High School Education

Sor Natalia Brizuela Camacho, Marlene Rosario Puchaicela Valladarez
3 citations
Revista de Gestão Social e Ambiental
Educational Games and Gamification
2.37
article

Gamification in The Teaching-Learning Process of History, to Optimize Pedagogical Strategies in Unified General High School Education

Sor Natalia Brizuela Camacho, Marlene Rosario Puchaicela Valladarez
article en
3 citations

Abstract

Objective: The study analyzes the gamification in the teaching of History to improve pedagogical strategies in students of second of high school. Its objectives include diagnosing the intrinsic motivation towards history, describing the theoretical and methodological foundations of gamification, and proposing motivational strategies aligned with curricular objectives. Theoretical reference: Gamification is presented as a didactic strategy that promotes motivating and interactive learning. Active methodologies based on constructivist theory favor active participation, cooperative work, problem solving and encourage creativity, reflection and criticism, although their use in classes is limited. Method: The methodology is quantitative descriptive, using a questionnaire applied to 40 students of second of baccalaureate of the Miguel Ángel Suárez Private School in Loja, Ecuador. Results and conclusion: The results indicate that gamification improves motivation and intrinsic participation in learning history. It is crucial that teachers integrate gamified strategies into teaching planning to develop critical and historical analysis skills in an attractive way. Originality/value: Research provides a solid foundation for implementing gamification as an effective tool for developing critical, historical and analytical skills, making learning more engaging and relevant. It combines constructivist theories with active methodologies, offering a valuable resource to adapt traditional pedagogical strategies to new educational demands through the integration of digital resources.

Revista de Gestão Social e AmbientalVol. 18(9)
Universidad Técnica Particular de Loja (EC), Ação Educativa (BR), Instituto de Historia (ES), Secretaria de Planejamento e Gestão (BR), Universidad Nacional de Loja (EC), Escola da Cidade (BR)
Quality Education
Openalex Percentile: Top 11%
Educational Games and Gamification
2.37
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.