Gamification as a strategy for the teaching – learning of Entrepreneurship and Management

Authors

DOI:

https://doi.org/10.35381/r.k.v6i4.1498

Keywords:

Educational games, teaching materials, educational software. (Words taken from the UNESCO Thesaurus).

Abstract

Gamification is an important tool in education, since it helps us as a digital setting, so we can work with different tools and mobile applications, which are clearly designed and used to carry out interactive and meaningful learning according to the platforms used. , some of which are free. The objective of the research is to analyze how gamification can be used for the teaching - learning of Entrepreneurship and Management in the first year of intensive high school. Descriptive methodology. 96.3% of the results obtained in the survey carried out with the students were satisfied, because they believe that it is important and necessary that at this time it is possible to identify and know how the use of gamification would be carried out and it could be employed himself through education. The students would like to work with the different elements of gamification, since in each element different forms could be used to be able to incentivize and in such a way carry out the activities that are planned.

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Published

2021-11-01

How to Cite

Tene-Seas, V. M., & Mena-Clerque, S. E. (2021). Gamification as a strategy for the teaching – learning of Entrepreneurship and Management. Revista Arbitrada Interdisciplinaria Koinonía, 6(4), 200–218. https://doi.org/10.35381/r.k.v6i4.1498

Issue

Section

De Investigación