Training program to integrate gamification strategies into the educational practice of teachers in the first cycle of secondary education.

Authors

  • Isidro Fortuna Popa Universidad Central del Este

Keywords:

gamification, training program, educational process, teacher preparation, educational quality

Abstract

The incorporation of recreational and game elements in the educational field has become a strategy increasingly used by teachers to increase students' motivation and commitment to their own learning process. In this context, gamification was presented as an innovative alternative to address the current challenges faced by educators, such as maintaining the attention and interest of students in an increasingly digitalized world full of stimuli. The research focused on a series of challenges related to gamification faced by the Santa Cruz Educational Center, and is addressed through the design and implementation of a training program to integrate gamification strategies into educational practice aimed at teachers of the first cycle of secondary level. This study had a descriptive nature and a mixed approach, which allows us to characterize the phenomenon in question and generate valuable information for decision-making. Various theoretical, empirical and statistical research methods were used. According to the results obtained, the proposed proposal proved to be effective. The validation of this proposal contributed to perfecting educational practice and improving the quality of learning in the first cycle of secondary level at the Santa Cruz Educational Center.

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Author Biography

  • Isidro Fortuna Popa, Universidad Central del Este

    none

References

1. Boillos, F. (2024). La gamificación y el aprendizaje Lúdico. Universidad de la Rioja.

2. Candela, Y., y Benavides, J. (2020). Actividades lúdicas en el proceso de enseñanza-aprendizaje de los estudiantes de la básica superior. Rehuso, 5(3), 78-86. https://doi.org/10.33936/rehuso.v5i3.3194

3. De La Torre, J y Val Del Carpio, S. (2020). Gamificación como estrategia para mejorar la enseñanza-aprendizaje de historia en cuarto de secundaria en un colegio limeño. Universidad San Ignacio de Loyola.

4. Franco, P. y Luis, A. (2023). La gamificación en el proceso de la enseñanza de los idiomas. Educación Superior, 12(35), 45-53.

5. Landucci, L. (2022). Gamificación: una Oportunidad para el Desarrollo de Competencias para el Siglo XXI. Universidad Siglo 21.

6. Mena, M. (2023). Programa de capacitación basado en la tecnología de la información y comunicación para el fortalecimiento de la práctica docente. Universidad Abierta para Adultos (UAPA).

7. Pérez, E. y Gértrudix, F. (2021). Ventajas de la gamificación en el ámbito de la educación formal. Contextos educativos, 28(4), 203-227.

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Published

2026-05-02

Issue

Section

Investigación Académica en Ciencias Sociales y Humanas

How to Cite

Training program to integrate gamification strategies into the educational practice of teachers in the first cycle of secondary education. (2026). UCE Ciencia. Revista De Postgrado, 14(1). https://uceciencia.edu.do/index.php/OJS/article/view/463

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