Propuesta gamificada con realidad aumentada para trabajar conceptos de pensamiento computacional con estudiantes del programa de diversificación curricular
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...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Universidad Rey Juan Carlos |
| Repositorio: | BURJC-Digital. Repositorio Institucional de la Universidad Rey Juan Carlos |
| OAI Identifier: | oai:burjcdigital.urjc.es:10115/37083 |
| Acceso en línea: | https://hdl.handle.net/10115/37083 |
| Access Level: | acceso abierto |
| Palabra clave: | Pensamiento computacional Realidad aumentada Diversificación curricular |
| Sumario: | 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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