Digital tools for gamification at the upper secondary education level.
DOI:
https://doi.org/10.29057/ixtlahuaco.v7i14.14998Keywords:
Digital tools, gamification, TAC, technology, digital resource, platform, technological skills, critical thinkingAbstract
Gamification in the classroom is a technique that allows the development of learning to be implemented through educational-level interactive games. This process consists of providing an improvement in learning by implementing the use of virtual and interactive platforms to obtain better results.
Currently, the implementation of virtual interactive tools allows us to promote the pedagogical field by applying learning techniques and strengthening knowledge for the application of dynamics through virtual games that allow us to achieve the objectives planned in the class. On the other hand, these tools are essential to enhance the content that is intended to be achieved through resources that increase motivation in the student, that is, they carry out dynamic participation, in conjunction with the use of TAC, which is the implementation of learning and knowledge technologies that help students develop critical thinking using digital resources. that promote learning and allow the use of appropriate tools for training.
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References
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