Abstract
Gamification has originated as an innovative didactic tool that promotes inclusion and meaningful learning, mainly in early childhood education. Considering these elements, the research aimed to analyze how gamification can be used as an innovative and inclusive didactic tool, emphasizing its components and its impact on the student population with special educational needs. For its development, a qualitative approach of documentary exploration was used, gathering information from academic repositories of recognized prestige. The findings revealed that gamification improves students' extrinsic and intrinsic motivation, facilitates the development of socioemotional and cognitive skills, and promotes an inclusive learning environment. Despite this, limitations are recognized, such as the lack of teacher training and institutional support to implement these strategies. It was concluded that gamification makes learning more accessible and meaningful, which favors inclusive education and attention to students with special educational needs.
| Translated title of the contribution | Gamification and innovative didactics for inclusion in childhood education |
|---|---|
| Original language | Spanish |
| Pages (from-to) | 1116-1139 |
| Number of pages | 24 |
| Journal | Clio. Revista de Historia, Ciencias Humanas y Pensamiento Critico. |
| Volume | 5 |
| Issue number | 10 |
| DOIs | |
| State | Published - 28 Jun 2025 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
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SDG 10 Reduced Inequalities
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