Competencias emocionales gamificadas
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Abstract
The final Master's work collects information that allows responding to the stated objective, throughout the planning process and implementation of a didactic unit of various activities that allow to develop in the students of the third year of basic education emotional competences through the gamification methodology , acquiring a simple emotional vocabulary, in such a way that emotions are expressed naturally and spontaneously, as a balance of the emotional and cognitive part within the teaching-learning process, provides a tool for the academic success of the students. students. Acquiring emotional skills linked to the game motivates learning, strengthens the group, improves interpersonal relationships and as a consequence decreases the disruptive behaviors that were evident during class hours and therefore improved academic performance. Achieving put into practice the knowledge acquired during the master's degree and strengthening the educational work.