Gamification in the Development of Historical Competence DOI: https://doi.org/10.37843/rted.v17i1.417
Main Article Content
Abstract
Applying technologies generates active and immersive methods that require trainers to use appropriate procedures to improve their educational practice. Therefore, this article aimed to analyze the bibliographic sources on gamification in the development of historical competence between the years 2012-2022. This research was based on the systematic-hermeneutic method, hermeneutic-interpretative paradigm with a qualitative approach, systematic design of the literature, and descriptive documentary type; as a technique, the digital file was the support of the bibliographic manager Zotero, as well as the Prisma methodology. The universe focused on articles published from January 2012 to December 2022 in databases: Scopus, WoS (Web of Science), Scielo, Ebscohost, ScienceDirect, Dialnet, and Google Scholar, in which 22 articles were obtained as a sample for the intervention. The results obtained highlighted the role of gamification in methodology, together with in didactics, to improve the teaching-learning processes of historical science contents, positively affecting motivation, interest, and satisfaction through innovative methodologies, active and immersive learning, as well as an understanding of the dynamics, mechanics, and procedures of the games. It was concluded that gamification is a fundamental strategy in developing historical competence at the preschool, primary, high school, and higher education levels.
Downloads
Metrics
Article Details
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Those authors who have publications in our journal accept the following terms:
- When a work is accepted for publication, the author retains rights of reproduction, distribution of his/her article for exploitation in all countries of the world in the format provided by our magazine and any other magnetic medium, optical, and digital.
- Authors will retain their copyright and guarantee the journal the right first to publish their work, which will be simultaneously subject to the Creative Commons Acknowledgment License (Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)). That allows third parties to copy and redistribute the material in any medium or format, under the following conditions: Acknowledgment - You must properly acknowledge authorship, provide a link to the license, and indicate if any changes have been made. You may do so in any reasonable way, but not in a way that suggests you have the licensor's endorsement or receive it for your use. NonCommercial - You may not use the material for a commercial purpose. NoDerivatives - If you remix, transform, or build from the material, you cannot broadcast the modified material. There are no additional restrictions - You cannot apply legal terms or technological measures that legally restrict you from doing what the license allows.
- Authors may adopt other non-exclusive license agreements to distribute the published version of the work (e.g., deposit it in an institutional archive or publish it in a monographic volume) provided that the initial publication in this journal is indicated.
- Authors are allowed and recommended to disseminate their work through the Internet (e.g., in institutional telematic archives, repositories, libraries, or their website), producing exciting exchanges and increasing the published work's citations.
- Request of withdrawal an article has to be done in writing by the author to the Editor, becoming effective after a written response from the Editor. For this purpose, the author or authors will send correspondence via e-mail: [email protected].
- The author will not receive financial compensation for the publication of his work.
- All Docentes 2.0 Journal publications are under the Open Journal System (OJS) platform at: https://ojs.docentes20.com/.
References
Aguilera, R. A., Fuentes, H., & López-Soto, O. P. (2021). A propósito de las revisiones sistemáticas, los metaanálisis y los resúmenes de revisiones sistemáticas. Nutrición Hospitalaria, 38(3), 677-678. https://doi.org/10.20960/nh.03610 DOI: https://doi.org/10.20960/nh.03610
Callarisa, J., & Guinó, M. (2022). Reporteros de la historia: la gamificación en el marco de un proyecto interdisciplinar en un aula multigrado de primaria. Clío: History and History Teaching, 48, 160-181. https://doi.org/10.26754/ojs_clio/clio.2022487223 DOI: https://doi.org/10.26754/ojs_clio/clio.2022487223
Calle-Carracedo, M., López-Torres, E., Miguel-Revilla, D., & Carril-Merino, M. (2022). Escape rooms en la formación inicial del profesorado de Ciencias Sociales: Valoración y potencial educativo [Escape rooms insocial science initial teacher training: assessment and educational potential]. Educacion XX1, 25(2), 129-150. https://doi.org/10.5944/educxx1.31440 DOI: https://doi.org/10.5944/educxx1.31440
Campillo-Ferrer, J.-M., Miralles-Martínez, P., & Sánchez-Ibáñez, R. (2020). Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies. Sustainability, 12(12). https://doi.org/10.3390/su12124822 DOI: https://doi.org/10.3390/su12124822
Cárdenas, C. A., De la Cruz, V. M., Ramos, H. D., Ramos, R. A., Valencia, R., Zamudio, C., & Betalleluz, F. W. (2023). El paradigma fenomenológico hermenéutico en la comprensión del comportamiento humano. Educanatura, 4(4), 47-52. https://doi.org/10.26490/uncp.educanatura.2022.4.1.1768
Chapman, J. R., & Rich, P. J. (2018). Does educational gamification improve students’ motivation? If so, which game elements work best? Journal of Education for Business, 93(7), 314-321. https://doi.org/10.1080/08832323.2018.1490687 DOI: https://doi.org/10.1080/08832323.2018.1490687
Cisneros-Caicedo, A. J., Guevara-García, A. F., Urdánigo-Cedeño, J. J., & Garcés-Bravo, J. E. (2022). Técnicas e Instrumentos para la Recolección de Datos que Apoyan a la Investigación Científica en Tiempo de Pandemia. Domino de las Ciencias, 8(1). https://doi.org/10.23857/dc.v8i1.2546 DOI: https://doi.org/10.23857/dc.v8i1.2546
Colomo-Magaña, E., Sánchez-Rivas, E., Ruiz-Palmero, J., & Sánchez-Rodríguez, J. (2020). Teaching perception about gamification of the evaluation in the subject of history in secondary education. Informacion Tecnologica, 31(4), 233-242. https://doi.org/10.4067/S0718-07642020000400233 DOI: https://doi.org/10.4067/S0718-07642020000400233
Corrales Serrano, M. (2021). la gamificación como herramienta para educar en la participación: Intervención didáctica en el aula de Historia. Clio. History and History Teaching, 47, 23-48. https://doi.org/10.26754/ojs_clio/clio.2021475859 DOI: https://doi.org/10.26754/ojs_clio/clio.2021475859
Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: An experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1). https://doi.org/10.1186/s41239-016-0003-4 DOI: https://doi.org/10.1186/s41239-016-0003-4
De la Peña, G., & Velázquez, R. M. (2018). Algunas reflexiones sobre la teoría general de sistemas y el enfoque sistémico en las investigaciones científicas. Revista Cubana de Educación Superior, 37(2), 31-44.
Dimova, M., Paneva-Marinova, D., & Pavlova, L. (2018). Towards better understanding of ancient civilizations by storytelling and gaming. TEM Journal, 7(3), 658-661. https://doi.org/10.18421/TEM73-24
Fernández, M. C., Amores, A., & Viciano, J. (2022). Érase una vez la evolución humana: Gamificación en el aula. Hekademos: revista educativa digital, 33, 13-24.
Gómez, I. M. (2018). Gamification and Technologies as Innovative Resources and Strategies for the Teaching and Learning of History. Educacao & Formacao, 3(8), 3-16. https://www.hekademos.com/index.php/hekademos/article/view/68
Hernández, R., & Mendoza, C. P. (2018). Metodología de la investigación: las rutas: cuantitativa, cualitativa y mixta. Mc Graw Hill educación. http://repositorio.uasb.edu.bo/handle/54000/1292
Kasurinen, J., & Knutas, A. (2018). Publication trends in gamification: A systematic mapping study. Computer Science Review, 27, 33-44. https://doi.org/10.1016/j.cosrev.2017.10.003 DOI: https://doi.org/10.1016/j.cosrev.2017.10.003
Kurniawan, O. S., Nana, L. Y., & Mulyana, A. (2021). Gamification in History Learning: A Literature Review. Atlantis Press, 578, 254-258. https://doi.org/10.2991/assehr.k.210918.047 DOI: https://doi.org/10.2991/assehr.k.210918.047
Liberio, X. P. (2019). El uso de las técnicas de gamificación en el aula para desarrollar las habilidades cognitivas de los niños y niñas de 4 a 5 años de Educación Inicial. Conrado, 15(70), 392-397. http://scielo.sld.cu/scielo.php?script=sci_arttext&pid=S1990-86442019000500392
Man?nová, M., & Chadimová, L. (2015). 3D Models of Historical Objects in Teaching at the 1st Level of Primary School. Procedia - Social and Behavioral Sciences, 171, 830-836. https://doi.org/10.1016/j.sbspro.2015.01.198 DOI: https://doi.org/10.1016/j.sbspro.2015.01.198
Martínez-Hita, M., Gómez-Carrasco, C. J., & Miralles-Martínez, P. (2021). The effects of a gamified project based on historical thinking on the academic performance of primary school children. Humanities and Social Sciences Communications, 8(1). https://doi.org/10.1057/s41599-021-00796-9 DOI: https://doi.org/10.1057/s41599-021-00796-9
Miralles, P., Gómez, C. J., & Moteagudo, J. (2019). Perceptions on the use of ict resources and «mass-media» for the teaching of history. A comparative study among future teachers of spain-england. Educacion XX1, 22(2), 187-211. https://doi.org/10.5944/educxx1.21377 DOI: https://doi.org/10.5944/educxx1.21377
Miralles-Martínez, P., Gómez-Carrasco, C. J., Arias, V. B., & Fontal-Merillas, O. (2019). Digital resources and didactic methodology in the initial training of history teachers. Comunicar, 27(61), 41-51. https://doi.org/10.3916/C61-2019-04 DOI: https://doi.org/10.3916/C61-2019-04
Moseikina, M., Toktamysov, S., & Danshina, S. (2022). Modern Technologies and Gamification in Historical Education. Simulation and Gaming, 53(2), 135-156. https://doi.org/10.1177/10468781221075965 DOI: https://doi.org/10.1177/10468781221075965
Nieto-Escamez, A. F., & Roldan-Tapia, M. D. (2021). Gamification as Online Teaching Strategy During COVID-19: A Mini-Review. Frontiers in Psychology, 12, 648552. https://doi.org/10.3389/fpsyg.2021.648552 DOI: https://doi.org/10.3389/fpsyg.2021.648552
Ortiz-Colón, A.-M., Jordán, J., & Agredal, M. (2018). Gamificación en educación: Una panorámica sobre el estado de la cuestión. Educação e Pesquisa, 44. https://doi.org/10.1590/S1678-4634201844173773 DOI: https://doi.org/10.1590/s1678-4634201844173773
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). Declaración PRISMA 2020: Una guía actualizada para la publicación de revisiones sistemáticas. Revista Española de Cardiología, 74(9), 790-799. https://doi.org/10.1016/j.recesp.2021.06.016 DOI: https://doi.org/10.1016/j.rec.2021.07.010
Pozo-Sánchez, S., López-Belmonte, J., Rodríguez-García, A.-M., & López-Núñez, J.-A. (2020). Teachers’ digital competence in using and analytically managing information in flipped learning [Competencia digital docente para el uso y gestión analítica informacional del aprendizaje invertido]. Culture and Education, 32(2), 213-241. https://doi.org/10.1080/11356405.2020.1741876 DOI: https://doi.org/10.1080/11356405.2020.1741876
Prieto, J. M. (2022). Revisión sistemática sobre la evaluación de propuestas de gamificación en siete disciplinas educativas. Teoría de la Educación. Revista Interuniversitaria, 34(1), 189-214. https://doi.org/10.14201/teri.27153 DOI: https://doi.org/10.14201/teri.27153
Prieto-Andreu, J. M., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. (2022). Gamification, Motivation, and Performance in Education: A Systematic Review. Revista Electronica Educare, 26(1). Scopus. https://doi.org/10.15359/ree.26-1.14 DOI: https://doi.org/10.15359/ree.26-1.14
Roa, J., Sánchez, A., & Sánchez, N. (2021). Evaluación de la implantación de la Gamificación como metodología activa en la Educación Secundaria española. REiDoCrea: Revista Electrónica de Investigación y Docencia Creativa, 10, 1-9. https://doi.org/10.30827/Digibug.66357 DOI: https://doi.org/10.30827/Digibug.66357
Rodríguez, A. O. (2022). La formación en TIC para mejorar la competencia digital docente en educación básica. Repositorio Institucional - UCV. https://repositorio.ucv.edu.pe/handle/20.500.12692/82613
Roldán, A. (2021). la gamificación en las ciencias sociales en un contexto educativo en transformación. GeoGraphos: Revista Digital para Estudiantes de Geografía y Ciencias Sociales, 12(139), 162-192. https://doi:10.14198/geogra2021.12.139
Sáez-López, J.-M., & Cózar-Gutiérrez, R. (2017). Visual programming with blocks in Primary Education: Learning and creating content in Social Sciences. Revista Complutense de Educacion, 28(2), 409-426. https://doi.org/10.5209/rev_RCED.2017.v28.n2.49381 DOI: https://doi.org/10.5209/rev_RCED.2017.v28.n2.49381
Sánchez, Á., & Colomer, J. C. (2018). Gamificación y construcción del pensamiento histórico: Desarrollo de competencias en actividades gamificadas. Clío: History and History Teaching, 44, 6. http://clio.rediris.es DOI: https://doi.org/10.26754/ojs_clio/clio.2018448671
Sánchez-Pacheco, C. L. (2019). Gamificación: Un nuevo enfoque para la educación ecuatoriana. 20(2), 96-105. https://doi.org/10.37843/rted.v7i2.16 DOI: https://doi.org/10.37843/rted.v7i2.16
Santisteban, A., González-Monfort, N., & Pagès, J. (2015). Una investigación sobre la formación del pensamiento histórico. https://www.researchgate.net/profile/Joan-Pages/publication/267235700
Santisteban, A., & Castellví, J. (2021). La formación del Pensamiento Histórico como Pensamiento Crítico. 47-68. https://www.researchgate.net/publication/351061180
Sanz, N., & Alonso, A. (2020). la Escape Room educativa como propuesta de gamificación para el aprendizaje de la Historia en Educación Infantil. Didácticas Específicas, 22, 7-25. https://doi.org/10.15366/didacticas2020.22.001 DOI: https://doi.org/10.15366/didacticas2020.22.001
Scholz, K. W., Komornicka, J. N., & Moore, A. (2021). Gamifying History: Designing and Implementing a Game-Based Learning Course Design Framework. Teaching and Learning Inquiry, 9(1), Article 1. https://doi.org/10.20343/teachlearninqu.9.1.9 DOI: https://doi.org/10.20343/teachlearninqu.9.1.9
Simões, S., Díaz, R., & Fernández, A. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29, 345-353. https://doi.org/10.1016/j.chb.2012.06.007 DOI: https://doi.org/10.1016/j.chb.2012.06.007
Sucasaire, J. (2022). Orientaciones para la selección y el cálculo del tamaño de la muestra de investigación. http://repositorio.concytec.gob.pe/handle/20.500.12390/3096
Teixes, F. (2014). Gamificación: Fundamentos y aplicaciones. (Primera Edición). Universitat Oberta de Catalunya. https://www.digitaliapublishing.com/a/34552/gamificacion--fundamentos-y-aplicaciones
Tirado-Olivares, S., Cozar-Gutierrez, R., Garcia-Olivares, R., & Antonio Gonzalez-Calero, J. (2021). Active learning in history teaching in higher education: The effect of inquiry-based learning and a student response system-based formative assessment in teacher training. Australasian Journal of Educational Technology, 37(5), 61-76. DOI: https://doi.org/10.14742/ajet.7087
Torrecilla-Hernández, J. R., & Sánchez-Ibáñez, R. (2022). Gamificación y competencias de pensamiento histórico. Implementación de una unidad didáctica para enseñar la Guerra Fría en Bachillerato. Clío: History and History Teaching. 48. https://doi.org/10.26754/ojs_clio/clio.2022487287 DOI: https://doi.org/10.26754/ojs_clio/clio.2022487287
Vélez-Sabando, M. E., Chancay-García, L. J., & Zambrano-Acosta, J. M. (2022). Uso de las herramientas virtuales y el aprendizaje gamificado en los estudiantes del 2022. Revista científica Multidisciplinaria arbitrada Yachasun, 6(10), https://doi.org/10.46296/yc.v6i10edespab.0167
Yildiz, ?., Topçu, E., & Kaymakci, S. (2021). The effect of gamification on motivation in the education of pre-service social studies teachers. Thinking Skills and Creativity, 42. https://doi.org/10.1016/j.tsc.2021.100907 DOI: https://doi.org/10.1016/j.tsc.2021.100907