Gamificación y pensamiento crítico: una propuesta para el aprendizaje significativo en bachillerato

Autores/as

DOI:

https://doi.org/10.69821/DISCE.v2i2.27

Palabras clave:

Propuesta educativa, Gamificación, Pensamiento Crítico, Innovación Educativa

Resumen

La presente propuesta pedagógica plantea la implementación de la gamificación para la promoción de pensamiento crítico y significativo en bachilleres de una institución educativa en Quito, Ecuador. Entre sus objetivos, destaca el diseño de una intervención que emplee estrategias lúdicas, como puntos, insignias y retos colaborativos, que permitan el desarrollo de habilidades analíticas, evaluativas y argumentativas, propiciando la integración de nuevos saberes a la estructura cognitiva con aplicabilidad a contextos reales. Su metodología integra un diseño mixto cuantitativo, cuasi experimental, con grupos experimental y de control y la participación de 60 alumnos y cuatro docentes. Para la recolección de datos, se aplicarán pruebas de pensamiento crítico, cuestionarios de motivación, diarios de reflexión y registros de plataformas gamificadas como Kahoot. Consta de fases de diseño, implementación, evaluación y diseminación, con análisis inferencial y temático para triángulo de resultados. Los resultados finales informan incremento del 28% en las puntuaciones de pensamiento crítico en el grupo experimental y del 35% en motivación intrínseca, validada por el aumento en reflexión metacognitiva y colaboración en datos cualitativos . El debate discute la convergencia teórica entre gamificación, pensamiento crítico y aprendizaje significativo, enmarcado en teorías como la de la autodeterminación y la de Ausubel, identificando barreras como la inequidad en acceso digital. Así, la presente propuesta es una innovación educativa adaptable, con implicaciones para la reducción de brechas en entornos andinos y recomendaciones de expansión futura mediante nuevas tecnologías, contribuyendo a las pedagogías críticas del siglo XXI.

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Biografía del autor/a

  • Andrés Patricio Quiña Vega, Unidad Educativa Primicias de la Cultura de Quito

    Licenciado en Pedagogía de la Lengua y la Literatura , con maestría en Estudios Avanzados en Literatura Latinoamericana y Española.

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Publicado

2025-08-20

Cómo citar

Quiña Vega, A. P. . (2025). Gamificación y pensamiento crítico: una propuesta para el aprendizaje significativo en bachillerato. DISCE. Revista Científica Educativa Y Social, 2(2), 146-163. https://doi.org/10.69821/DISCE.v2i2.27

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