Gamificación y pensamiento crítico: Estrategias digitales para la enseñanza de Historia y Geografía

This study analyzes the impact of gamification as a digital strategy for developing critical thinking skills among first- and second-year technical high school students in a school in Milagro, Ecuador. A quasi-experimental design was used with two groups (experimental and control), applying instruments such as a critical thinking test, a student perception questionnaire, and a rubric for evaluating gamified projects. The results reveal significant improvements in critical skills such as inference, deduction, interpretation, and argument evaluation within the experimental group, along with highly positive perceptions of gamification regarding motivation, engagement, perceived usefulness, and enjoyment. Additionally, the gamified projects demonstrated high performance levels in historical analysis, geographical interpretation, creativity, and collaboration. These findings support the integration of gamified dynamics as effective strategies for strengthening critical and meaningful learning in social sciences within technical education.

Publication Details

Journal
Dialnet (Universidad de la Rioja)
Published
2025-01-01
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamificación y pensamiento crítico: Estrategias digitales para la enseñanza de Historia y Geografía

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

Gamificación y pensamiento crítico: Estrategias digitales para la enseñanza de Historia y Geografía

article en

Abstract

This study analyzes the impact of gamification as a digital strategy for developing critical thinking skills among first- and second-year technical high school students in a school in Milagro, Ecuador. A quasi-experimental design was used with two groups (experimental and control), applying instruments such as a critical thinking test, a student perception questionnaire, and a rubric for evaluating gamified projects. The results reveal significant improvements in critical skills such as inference, deduction, interpretation, and argument evaluation within the experimental group, along with highly positive perceptions of gamification regarding motivation, engagement, perceived usefulness, and enjoyment. Additionally, the gamified projects demonstrated high performance levels in historical analysis, geographical interpretation, creativity, and collaboration. These findings support the integration of gamified dynamics as effective strategies for strengthening critical and meaningful learning in social sciences within technical education.

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