Estrategias didácticas basadas en la gamificación para el fortalecimiento de la competencia uso comprensivo del conocimiento científico
The purpose of this work was to propose didactic strategies based on Gamification for the strengthening of the Comprehensive Use of Scientific Knowledge Competence, aimed at primary school teachers of the I. E Maria Mancilla Sánchez and San Antonio of Piojò of the Department of Atlántico. Developed...
- Autores:
-
Rodríguez Durán, Yesenia Judith
Visbal Castro, Greys
- Tipo de recurso:
- Fecha de publicación:
- 2022
- Institución:
- Corporación Universidad de la Costa
- Repositorio:
- REDICUC - Repositorio CUC
- Idioma:
- spa
- OAI Identifier:
- oai:repositorio.cuc.edu.co:11323/9524
- Acceso en línea:
- https://hdl.handle.net/11323/9524
https://repositorio.cuc.edu.co/
- Palabra clave:
- Didactic strategies
Comprehensive use of scientific knowledge
Gamification
Natural sciences
Estrategias didácticas
Ciencias Naturales
Uso comprensivo del conocimiento científico
Gamificación
Tecnologías de la información y comunicación
Tecnologías de la información y comunicación
Ciencias naturales
- Rights
- openAccess
- License
- Atribución-NoComercial-CompartirIgual 4.0 Internacional (CC BY-NC-SA 4.0)
Summary: | The purpose of this work was to propose didactic strategies based on Gamification for the strengthening of the Comprehensive Use of Scientific Knowledge Competence, aimed at primary school teachers of the I. E Maria Mancilla Sánchez and San Antonio of Piojò of the Department of Atlántico. Developed through the qualitative approach with the phenomenological, descriptive, field method, with the application of the interview and focus group to 8 teachers from both institutions selected through intentional non-probabilistic sampling. The results indicated the recognition of the need to abide by the call to make paradigmatic changes that facilitate the design of didactic strategies according to the challenges imposed by the prevailing virtuality, and that at the same time adjust to the requirements and interests of the new generations and that through gamified didactic strategies contributes to the development of the comprehensive use of scientific knowledge. The findings of both techniques were contrasted through triangulation. Finally, the proposal, called Fun Learning Experiences, was developed with the intention of enhancing scientific skills in students, considering the inputs from the application of the instruments. In total there were 12 strategies, aimed at promoting investigative ability in students under the technique of gamification by inquiring in greater depth about the aspects related to the Subject Matter. |
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