La gamificación durante el proceso de intervención educativa para erradicar la hiperlexia II en los niños de educación básica elemental, en la unidad educativa Camino Real ubicada en la parroquia Bilovón, cantón San Miguel, provincia Bolívar, estudio realizado en los meses de mayo-septiembre del 2023
In this final research report, which was carried out in the Educational Unit "Camino Real", in the canton of San Miguel, Bolivar province, this was done during the months of May to August 2023. In this sense, the objective of this study is to eradicate hyperlexia II, through gamification,...
Saved in:
| Main Author: | |
|---|---|
| Other Authors: | |
| Format: | bachelorThesis |
| Language: | spa |
| Published: |
2023
|
| Subjects: | |
| Online Access: | https://dspace.ueb.edu.ec/handle/123456789/6409 |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
| Summary: | In this final research report, which was carried out in the Educational Unit "Camino Real", in the canton of San Miguel, Bolivar province, this was done during the months of May to August 2023. In this sense, the objective of this study is to eradicate hyperlexia II, through gamification, applied during the process of educational intervention in children of Elementary Basic Education. We consider it fundamental to address this problem, since it highlights an issue that is usually considered of little importance in our society. Through this approach, we seek to identify effective strategies within the educational environment to ensure optimal learning in the classroom, without the characteristics of these children representing an obstacle. The results obtained have shown that gamification has a positive impact in several pedagogical contexts by making learning more attractive and relevant for students. The research approach is based on a socio-critical paradigm, focused on elucidating the power dynamics inherent in gamification. Furthermore, it attempts to elicit inclusion and fairness through online recreation, thus fostering interest and cognitive development. In conclusion, gamification has a great potential, integrating playful elements, it enhances the motivation and active participation of students, therefore it is crucial to further investigate its effectiveness and adaptability by implementing strategies to improve skills in inclusive learning. |
|---|