Resumen
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.
| Título traducido de la contribución | Gamification and innovative didactics for inclusion in childhood education |
|---|---|
| Idioma original | Español |
| Páginas (desde-hasta) | 1116-1139 |
| Número de páginas | 24 |
| Publicación | Clio. Revista de Historia, Ciencias Humanas y Pensamiento Critico. |
| Volumen | 5 |
| N.º | 10 |
| DOI | |
| Estado | Publicada - 28 jun. 2025 |
Palabras clave
- early childhood education
- gamification
- inclusion
- innovative didactics
- meaningful learning