Bibliographic citations
Farías, M., Lujan, P., Higa, R. (2024). La gamificación como estrategia pedagógica y el pensamiento crítico en el proceso de enseñanza-aprendizaje en docentes de una institución educativa privada en Lima, 2024 [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/683160
Farías, M., Lujan, P., Higa, R. La gamificación como estrategia pedagógica y el pensamiento crítico en el proceso de enseñanza-aprendizaje en docentes de una institución educativa privada en Lima, 2024 [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2024. http://hdl.handle.net/10757/683160
@mastersthesis{renati/1033045,
title = "La gamificación como estrategia pedagógica y el pensamiento crítico en el proceso de enseñanza-aprendizaje en docentes de una institución educativa privada en Lima, 2024",
author = "Higa Uechi, Roberto Tomio",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2024"
}
The purpose of this research work is to understand the relationship between gamification as a pedagogical strategy and critical thinking in the teaching-learning process in teachers of a private educational institution in Lima. The study uses a mixed methodology, a concurrent-cross-sectional design with a correlational scope, which combines quantitative and qualitative approaches. Data collection was carried out through 44 surveys and 10 semi-structured in-depth interviews exploring the perception and experiences of teachers in relation to gamification and critical thinking. The importance of the study lies in the generation of new knowledge to academic literature by providing information about the implementation of gamification in the educational field and its relationship with the development of students' levels of critical thinking. The quantitative results show a very strong positive correlation between gamification and critical thinking. Gamification stimulates the motivation and commitment of teachers, promoting the design of playful dynamics and group integration. This active methodology is adaptable to physical and virtual games, technological tools such as interactive whiteboards and online platforms. Likewise, it is observed that gamification as a pedagogical strategy involves students in decision-making and problem solving, promoting an active and participatory approach. It is concluded that teachers with greater knowledge in gamification tend to use it in a more comprehensive way, while those with less experience tend to limit themselves to more superficial approaches focused on attention.
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