La gamificación como herramienta didáctica para la atención de las necesidades específicas de apoyo educativo en estudiantes de Bachillerato
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Abstract
Currently, the use of gamification as a didactic tool for the advancement of an improvement in the inclusive education system at all levels, especially at the baccalaureate level, which is the reason for this research work, which is oriented towards the application towards students with specific educational support needs, NEAE, through the use of technological tools such as projections, short films, video games, trivia games, among other activities that are part of the implementation of the proposed intervention plan for the planning and activation of this type of action in In favor of motivating the acquisition of knowledge in high school students, considering their difficulties in the development of the teaching-learning process such as problems in the areas of calculation, reading, writing, borderline or borderline IQ, among other vulnerabilities suffered by adolescents who are part of the educational system and present this type of difficulties at the time of studying, gamification is a very useful instrument for inclusive education since it is characterized by reviving the natural capacities of each individual through participatory learning, which guides the teacher to know the needs of each student, motivating them to improve their skills and abilities through this current education methodology, at this point we consider the advances in communication and information technologies that at the moment their contribution is essential, teach young people to use technologies and the internet in an adequate and productive way in order to achieve good results in the learning processes.
