Gamification in the teaching and learning of Natural Sciences: a methodological strategy for meaningful learning.
Keywords:
Virtual environments, gamification, teaching and learning process, methodological strategiesAbstract
Introduction: Student demotivation in Ecuador demands innovative strategies that integrate virtual learning into educational processes, moving beyond traditional lectures and rote memorization. Gamification emerges as a methodological option for incorporating playful dynamics in the classroom, with the potential to increase interest and motivation in subjects such as Natural Sciences. This study aimed to design a gamified methodological strategy using the Wordwall and Cerebriti platforms to improve Natural Sciences learning among eighth-grade students at the Santa María Goretti Catholic School. Materials and methods: A descriptive-documentary study with a mixed-methods approach (qualitative and quantitative) was conducted at the aforementioned institution. The purposive sample included 16 students and 6 teachers. Data collection instruments included classroom observation, student surveys, and teacher interviews. Data were analyzed using descriptive statistical methods (percentage and frequency calculations) and analysis-synthesis techniques. Results: The assessment revealed insufficient use of digital resources by teachers and limited application of gamification, despite students showing high motivation for playful activities. Only 16.7% of teachers used gamification as a strategy. A strategy was designed and implemented with gamified activities in Wordwall (crosswords, quizzes, matching exercises) and Cerebriti (true/false, fill-in-the-blank exercises, simulations) focused on the circulatory system. Discussion: The implementation demonstrated that gamification is a viable and pedagogically relevant strategy, capable of increasing motivation, active participation, and conceptual understanding. The findings align with theories such as Self-Determination Theory, which maintains that game elements satisfy needs for competence, autonomy, and relatedness. The strategy is adaptable to contexts with limited technological resources. Conclusions: Gamification using Wordwall and Cerebriti improves meaningful learning in Natural Sciences, offering educators practical tools. This approach not only enriches the quality of teaching and professional development for teachers, but also fosters student motivation and academic performance, representing a relevant response to the demands of contemporary education.
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