La gamificación en el aprendizaje significativo de las asignaturas de educación básica

In the current context, it is essential to transform traditional education, based on the mere retention of information, towards an educational approach that teaches reflection, questioning and generating new ideas. The orientation of meaningful learning seeks to develop these skills by connecting pr...

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Veröffentlicht in:Polo del Conocimiento: Revista científico - profesional 2023, Vol.8 (7), p.240-262
Hauptverfasser: Moyano Guamán, Mayra Alejandra, Berrones Yaulema, Laura Pilar, Espinoza Tinoco, Lady Marieliza, Congacha Ausha, Ana Elizabeth
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Sprache:spa
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Zusammenfassung:In the current context, it is essential to transform traditional education, based on the mere retention of information, towards an educational approach that teaches reflection, questioning and generating new ideas. The orientation of meaningful learning seeks to develop these skills by connecting previous knowledge with new information, placing the student as the central protagonist of their own learning process and through tools based on gamification, which incorporate game dynamics in the teaching process. -learning, it is possible to reinforce the knowledge of basic education. In the present investigation, a qualitative bibliographic review is used, with hermeneutics techniques and a critical review of bibliographic sources to analyze the possible limitations and challenges of the implementation of gamification in basic education, the role of the teacher as a facilitator of the significant learning in a gamified environment and recommendations are proposed for the effective integration of gamification as a teaching strategy in basic education subjects. It is concluded that the main limitations and challenges of the implementation of this strategy in basic education are related to personal, school and socio-environmental conditions, therefore the role of the teacher is important to maintain interest, educate by learning and be a mediator in games and gamified activities. Finally, it is suggested to adequately plan and design the games according to the student's profile, as well as the use of digital applications according to the needs of the subject. En el contexto actual, resulta imprescindible transformar la educación tradicional, basada en la mera retención de información, hacia un enfoque educativo que enseñe a reflexionar, cuestionar y generar nuevas ideas. La orientación del aprendizaje significativo busca desarrollar estas habilidades mediante la conexión de conocimientos previos con información nueva, poniendo al estudiante como protagonista central de su propio proceso de aprendizaje y a través de herramientas basadas en la gamificación, que incorporan dinámicas del juego en los procesos de enseñanza-aprendizaje, es posible reforzar los conocimientos de la educación básica. En la presente investigación se emplea una revisión bibliográfica de tipo cualitativa, con técnicas de hermenéutica y revisión crítica de fuentes bibliográficas para analizar las posibles limitaciones y desafíos de la implementación de la gamificación en la educación básica,
ISSN:2550-682X