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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Bibliographic Details
Authors: Rodellar Suárez, Ángel, Santacruz Valencia, Liliana Patricia
Format: article
Publication Date:2023
Country:España
Institution:Universidad Rey Juan Carlos
Repository:BURJC-Digital. Repositorio Institucional de la Universidad Rey Juan Carlos
OAI Identifier:oai:burjcdigital.urjc.es:10115/37083
Online Access:https://hdl.handle.net/10115/37083
Access Level:Open access
Keyword:Pensamiento computacional
Realidad aumentada
Diversificación curricular
Description
Summary: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.