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Gamificación y didácticas innovadoras para la inclusión en la educación infantil

Translated title of the contribution: Gamification and innovative didactics for inclusion in childhood education

Research output: Contribution to journalArticlepeer-review

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 contributionGamification and innovative didactics for inclusion in childhood education
Original languageSpanish
Pages (from-to)1116-1139
Number of pages24
JournalClio. Revista de Historia, Ciencias Humanas y Pensamiento Critico.
Volume5
Issue number10
DOIs
StatePublished - 28 Jun 2025

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education
  2. SDG 10 - Reduced Inequalities
    SDG 10 Reduced Inequalities

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