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Propuesta gamificada con realidad aumentada para trabajar conceptos de pensamiento computacional con estudiantes del programa de diversificación curricular

  • Ángel Rodellar Suárez [1] ; Liliana Patricia Santacruz Valencia [1] Árbol académico
    1. [1] Universidad Rey Juan Carlos

      Universidad Rey Juan Carlos

      Madrid, España

  • Localización: IE Comunicaciones: Revista Iberoamericana de Informática Educativa, ISSN-e 1699-4574, Nº. 38 (Julio-Diciembre), 2023, págs. 14-21
  • Idioma: español
  • Enlaces
  • Resumen
    • español

      El pensamiento computacional es una habilidad cognitiva fundamental en la era digital, el cual ha despertado un gran interés en diversos niveles educativos, promoviendo el uso de distintas metodologías y estrategias para su introducción. Por tal motivo, en el presente trabajo se describe la experiencia llevada a cabo en el programa de diversificación curricular (3º ESO), con estudiantes de entre 10 y 12 años, a través de una aplicación basada en realidad aumentada y con actividades gamificadas. En este grupo en concreto, la mayoría de los estudiantes presenta dificultades en el campo de la competencia matemática y el pensamiento computacional. Los resultados han mostrado que, estudiantes con necesidades de promoción del aprendizaje pueden ser estimulados y motivados mediante aplicaciones de este tipo, logrando mejoras en su aprendizaje.

    • English

      This Computational thinking is a fundamental cognitive skill in the digital age, which has aroused great interest at various educational levels, promoting the use of different methodologies and strategies for its introduction. For this reason, the present work describes the experience carried out in the curriculum diversification program (3rd ESO), with students between 10 and 12 years old, through an application based on augmented reality and gamified activities. In this group, most students have difficulties in the field of mathematical competence and computational thinking. The results have shown that students with learning promotion needs can be stimulated and motivated through applications of this type, achieving improvements in their learning.

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