Gamificación en el proceso de enseñanza en ciencias naturales en grupos etarios de 50 a 80 años en el programa Educación para Jóvenes y Adultos

Gamification is a teaching strategy that promotes learning through interactive resources that stimulate cognitive functions. In this context, the objective of this research was to analyze the perceptions of students in the "Adult and Youth Education" program regarding the use of game-based dynamics and multimedia resources in teaching Natural Sciences. The study adopted a mixed-method approach, with a descriptive design, a Likert-type questionnaire, and documentary analysis. The sample consisted of 22 students in the "Adult and Youth Education" program, aged between 50 and 80. The results demonstrate acceptance of gamification as a teaching strategy, demonstrating its effectiveness in fostering meaningful and inclusive learning among older adults.

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Publication Details

Journal
Revista Iberoamericana de la Educación
Published
2025-08-28
DOI
https://doi.org/10.31876/rie.v9i3.315
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamificación en el proceso de enseñanza en ciencias naturales en grupos etarios de 50 a 80 años en el programa Educación para Jóvenes y Adultos

Jorge Francisco Vera Mosquera, Enrique Javier Escobar Quinaluisa, Angel León Coloma Carrasco
Revista Iberoamericana de la Educación
Educational Games and Gamification
article

Gamificación en el proceso de enseñanza en ciencias naturales en grupos etarios de 50 a 80 años en el programa Educación para Jóvenes y Adultos

Jorge Francisco Vera Mosquera, Enrique Javier Escobar Quinaluisa, Angel León Coloma Carrasco
article en

Abstract

Gamification is a teaching strategy that promotes learning through interactive resources that stimulate cognitive functions. In this context, the objective of this research was to analyze the perceptions of students in the "Adult and Youth Education" program regarding the use of game-based dynamics and multimedia resources in teaching Natural Sciences. The study adopted a mixed-method approach, with a descriptive design, a Likert-type questionnaire, and documentary analysis. The sample consisted of 22 students in the "Adult and Youth Education" program, aged between 50 and 80. The results demonstrate acceptance of gamification as a teaching strategy, demonstrating its effectiveness in fostering meaningful and inclusive learning among older adults.

Revista Iberoamericana de la EducaciónVol. 9(3)
Universidad Bolivariana del Ecuador
Openalex Percentile: Top 75%
Educational Games and Gamification
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