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...

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Detalles Bibliográficos
Autores: Rodellar Suárez, Ángel, Santacruz Valencia, Liliana Patricia
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
Descripción
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.