La gamificación para el aprendizaje en Ciencias Sociales noveno de la Educación General Básica

Educational innovation based on active methodologies and strategies such as gamification has gained an indispensable space in learning. For this reason, this research seeks to promote its use in the learning of Social Sciences to strengthen the development of curricular skills in response to problems such as the low academic performance identified by Ineval. Due to the qualitative nature of this study, empirical methods such as content analysis, interviews, participant observation and expert judgment were used. In addition, qualitative methods were used for the percentage analysis of data. The results reflected the absence of gamification in learning, a situation given by the access to technological resources and the implementation time. Consequently, a proposal of gamified activities adapted to these scenarios was proposed, which considered the null, partial and total use of technology. The aim was to provide effective options for their application and to achieve accessible learning for students.

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

La gamificación para el aprendizaje en Ciencias Sociales noveno de la Educación General Básica

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

La gamificación para el aprendizaje en Ciencias Sociales noveno de la Educación General Básica

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Abstract

Educational innovation based on active methodologies and strategies such as gamification has gained an indispensable space in learning. For this reason, this research seeks to promote its use in the learning of Social Sciences to strengthen the development of curricular skills in response to problems such as the low academic performance identified by Ineval. Due to the qualitative nature of this study, empirical methods such as content analysis, interviews, participant observation and expert judgment were used. In addition, qualitative methods were used for the percentage analysis of data. The results reflected the absence of gamification in learning, a situation given by the access to technological resources and the implementation time. Consequently, a proposal of gamified activities adapted to these scenarios was proposed, which considered the null, partial and total use of technology. The aim was to provide effective options for their application and to achieve accessible learning for students.

Dialnet (Universidad de la Rioja)
Industry, innovation and infrastructure
Openalex Percentile: Top 43%
Educational Games and Gamification
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