The concept of gamification applied in the educational field has a positive impact in the students’ motivation and behavior in learning. The purpose of this article is analyzing what was the impact of gamification using ICT on fourth graders’ academic performance in Social Studies subject. In order to carry out this research, several pedagogical strategies and learning theories reviews were searched. The mixed-methods sequential explanatory design, that implies collecting and analyzing quantitative and then qualitative data, was chosen. This type of study has validity and reliability criteria. A group control was needed in order to compare pretest and posttest results. SPSS 11.0 software was used for the qualitative data analysi...
Introduction: This article is a bibliographic review of the different research works that are relate...
Introduction: The motivation of gamification aims to implement gamification around Natural Sciences ...
In this work we wanted to assess the impact of learning-centered methodson various capabilities/abil...
The society of knowledge and technology have brought new scenarios, for this reason teachers need to...
Gamification is considered as a didactic and motivational strategy that serves to obtain appropriate...
The objective of this bibliographic review is to identify, analyze and synthesize available scientif...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
The research on the implementation of the learning strategy of Gamification is the product of the re...
Gamification has recently been revealed as one of the most efficient teaching methodologies for stud...
In the didactics of mathematics, various studies have been carried out to improve the teaching of th...
Given the social and technological changes, the need arises to seek new active teaching-learning met...
Gamification is shown as an alternative for traditional classroom strategies and is increasingly use...
This work performs a systematic review to identify the main findings reported in the scientific lite...
El estudio presenta una investigación sobre el uso y los resultados de la gamificación en la realida...
This article deals with an innovative, playful interactive experience with a methodological approach...
Introduction: This article is a bibliographic review of the different research works that are relate...
Introduction: The motivation of gamification aims to implement gamification around Natural Sciences ...
In this work we wanted to assess the impact of learning-centered methodson various capabilities/abil...
The society of knowledge and technology have brought new scenarios, for this reason teachers need to...
Gamification is considered as a didactic and motivational strategy that serves to obtain appropriate...
The objective of this bibliographic review is to identify, analyze and synthesize available scientif...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
The research on the implementation of the learning strategy of Gamification is the product of the re...
Gamification has recently been revealed as one of the most efficient teaching methodologies for stud...
In the didactics of mathematics, various studies have been carried out to improve the teaching of th...
Given the social and technological changes, the need arises to seek new active teaching-learning met...
Gamification is shown as an alternative for traditional classroom strategies and is increasingly use...
This work performs a systematic review to identify the main findings reported in the scientific lite...
El estudio presenta una investigación sobre el uso y los resultados de la gamificación en la realida...
This article deals with an innovative, playful interactive experience with a methodological approach...
Introduction: This article is a bibliographic review of the different research works that are relate...
Introduction: The motivation of gamification aims to implement gamification around Natural Sciences ...
In this work we wanted to assess the impact of learning-centered methodson various capabilities/abil...