Estrategia de gamificación para el desarrollo de habilidades y destrezas socioemocionales por el estudio en estudiantes del bachillerato

High school education faces challenges in integrating the development of socio-emotional skills, essential for the academic and personal success of students. Traditionally, pedagogical methods have prioritized academic competencies, isolating aspects such as emotional management, empathy or collaboration. Faced with this gap, gamification emerges as an innovative strategy, incorporating playful elements (challenges, rewards, healthy competition) in educational environments to motivate, engage and personalize learning. This methodology not only improves knowledge retention, but also fosters socio-emotional skills through interactive activities that promote conflict resolution, teamwork and self-regulation. Studies highlight its potential to create more dynamic learning environments, where students explore emotions and social roles in safe contexts. Platforms such as Kahoot, Quizizz or Google Classroom facilitate its implementation by integrating games and immediate feedback, although its success depends on a design adapted to the needs of the group and the balance between intrinsic and extrinsic motivation. Research applied to a sample of high school students revealed that the majority perceive benefits in gamification: 75% consider that it improves the classroom environment, 80% believe that classes are more interesting with games, and 60% recognize that their emotions directly impact their performance. Challenges persist, such as the technological gap, teacher training, and the risk of focusing on superficial rewards.

Publication Details

Journal
Dialnet (Universidad de la Rioja)
Published
2025-01-01
Primary Topic
Educational Games and Gamification
Type
article
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article

Estrategia de gamificación para el desarrollo de habilidades y destrezas socioemocionales por el estudio en estudiantes del bachillerato

Dialnet (Universidad de la Rioja)
Educational Games and Gamification
article

Estrategia de gamificación para el desarrollo de habilidades y destrezas socioemocionales por el estudio en estudiantes del bachillerato

article en

Abstract

High school education faces challenges in integrating the development of socio-emotional skills, essential for the academic and personal success of students. Traditionally, pedagogical methods have prioritized academic competencies, isolating aspects such as emotional management, empathy or collaboration. Faced with this gap, gamification emerges as an innovative strategy, incorporating playful elements (challenges, rewards, healthy competition) in educational environments to motivate, engage and personalize learning. This methodology not only improves knowledge retention, but also fosters socio-emotional skills through interactive activities that promote conflict resolution, teamwork and self-regulation. Studies highlight its potential to create more dynamic learning environments, where students explore emotions and social roles in safe contexts. Platforms such as Kahoot, Quizizz or Google Classroom facilitate its implementation by integrating games and immediate feedback, although its success depends on a design adapted to the needs of the group and the balance between intrinsic and extrinsic motivation. Research applied to a sample of high school students revealed that the majority perceive benefits in gamification: 75% consider that it improves the classroom environment, 80% believe that classes are more interesting with games, and 60% recognize that their emotions directly impact their performance. Challenges persist, such as the technological gap, teacher training, and the risk of focusing on superficial rewards.

Dialnet (Universidad de la Rioja)
Quality Education
Openalex Percentile: Top 43%
Educational Games and Gamification
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