I. i currently, in the face of the growing presence of information and communication technologies, and their use as educational means and resources, the problems of sectorization and inequality of learning, as well as the bad study habits of students at the primary level, became evident. the implementation of the ludic concept, hand in hand with the advancement of computer science and networks, facilitated the insertion of ludic methodologies in the educational area, such as support materials, which led to a need for verification and evaluation of these methods, in relation to the pedagogical quality they offered, being influenced, to variables of type, characteristics, disposition, availability and usability [1]. in this way, with the evidence obtained, and the variables collected, it was contemplated to create a creative and entertaining software that helps to have equitable learning for all students at the primary level for improving cognitive development in students. the software has as an objective, to put in practice, the learning gamification as a pedagogic method, as well as, to promote the teamwork, through positive qualities and feelings. next the methodology used in the development of the software is mentioned, followed by the model of its

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  • who: Samuel Illapa Bellido Contreras and colleagues from the Students of the IELas Verdes, Huancavelica- Peru have published the Article: I. I Currently, in the face of the growing presence of Information and Communication Technologies, and their use as educational means and resources, the problems of sectorization and inequality of learning, as well as the bad study habits of students at the primary level, became evident. The implementation of the ludic concept, hand in hand with the advancement of computer science and networks, facilitated the insertion of ludic methodologies in the educational area, such as support materials . . .

     

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