Recibido: 20/0102025 Aceptado: 20/09/2026
Learning strategies for
Natural Sciences using gamification in sixth grade (Original)
Estrategias de aprendizaje de Ciencias Naturales con el uso de la
gamificación en sexto grado (Original)
María del Carmen Requenes
Macas. Licenciada en Ciencias de la Educación mención Psicología Infantil.
Docente en el Centro de Educación Inicial Particular Aurora. Loja. Ecuador.
[macarema87@gmail.com]
Maite Nicole Solis
Corozo. Licenciada en Pedagogía de los idiomas nacionales y extranjeros
mención Ingles. Docente en la escuela de EducaciónBásica
“Acuarela”. Machala. Ecuador. [maitesolis27@gmail.com]
Roelbis Lafita Frómeta. Lic. en Educación. Biología. Doctor en Ciencias
Pedagógicas. Profesor Titular. Universidad Metropolitana del Ecuador. [rosyroe2@gmail.com]
Elizabeth Esther Vergel-Parejo. Doctora en
Educación. Docente investigador de la Universidad Bolivariana del Ecuador. [eevergelp@ube.edu.ec]
Abstract
The
advanced development of science and technology demands the implementation of
innovative methods and techniques in addressing curricular content,
particularly in the Natural Sciences. This necessitates contextualizing content
from the general to the specific circumstances of each country, region, and
school within the Basic Education curriculum. In this sense, learning
strategies, as didactic tools, must be updated to better connect theory with
practice. Gamification is an important didactic tool that contributes to
developing student interest and motivation, responding to the requirements of
the Ecuadorian curriculum and the guidelines set forth in its official
documents. The objective is to promote innovative strategies based on
gamification to strengthen the teaching and learning process of Natural
Sciences for sixth-grade students in Basic Education. A primarily qualitative
approach with a descriptive design was employed, utilizing both theoretical
(analysis-synthesis, inductive-deductive) and empirical (observation,
interviews, document analysis, and expert opinion) methods. Data collection
techniques included a structured questionnaire and an observation checklist.
The results showed that both students and teachers recognize the advantages of
using these strategies to foster motivation for studying Natural Sciences and
their contribution to developing interactive and engaging classes. Experts
rated the proposal positively and recommended actions for its improvement and
implementation.
Keywords:
Gamification; learning strategies; motivation; Natural Sciences
Resumen
El desarrollo vertiginoso de la ciencia y la
tecnología exige la implementación de métodos y técnicas novedosas en el
tratamiento de los contenidos curriculares y en particular en las Ciencias
Naturales, de ahí la necesidad de contextualizar el contenido desde lo general
a lo particular de cada país, territorio y centro escolar, en el currículo de
la Educación Básica. En tal sentido las estrategias de aprendizajes, como
herramientas didácticas deben ser renovadas para lograr mayor vinculación de la
teoría con la práctica. La gamificación constituye una herramienta didáctica
importante que contribuye al desarrollo del interés y la motivación de los
estudiantes, dando respuesta a las exigencias del currículo ecuatoriano y a los
lineamientos planteados en sus documentos oficiales. El objetivo es promover
estrategias innovadoras basadas en la gamificación para fortalecer el proceso
de enseñanza-aprendizaje de la asignatura de Ciencias Naturales en estudiantes
de sexto grado de Educación Básica. Se empleó un enfoque fundamentalmente cualitativo con
diseño descriptivo y el uso de
métodos teóricos (análisis-síntesis, inductivo- deductivo) y empíricos
(observación, entrevista, análisis documental, criterios de especialistas);
como técnica para la recogida de datos se empleó un cuestionario de preguntas
estructuradas y la ficha de observación. Se obtuvo como resultado que los
estudiantes y profesores reconocen las ventajas del uso de estas estrategias
para favorecer la motivación por el estudio de las Ciencias Naturales y su contribución al
desarrollo de clases interactivas y motivadoras.
Los especialistas valoran como positiva la propuesta y recomiendan acciones
para su perfeccionamiento e implementación.
Palabras
claves: Gamificación; estrategias de aprendizaje;
motivación; Ciencias Naturales
Introduction
Currently,
the educational landscape has revealed difficulties and challenges that affect
student learning, and gamification has become one of the most effective
strategies for transforming traditional educational environments into
meaningful and proactive learning experiences. In the area of
Natural Sciences, this methodology allows content perceived as
complex and uninteresting to become engaging through tasks that spark student
motivation and interest.
According
to Villafán and Linares (2024), “gamification has the
potential to transform the learning experience into a more attractive and
participatory activity” (p. 18). By integrating games, problem-solving, and
projects, teachers can promote active learning and connect theory with
practice. Therefore, gamification-based strategies can strengthen students’
knowledge, skills, values, and engagement in their own learning process. On the
other hand, Acosta et al. (2022), it is important to take advantage of the
benefits that gamification offers in education, as it enhances the development
of skills and abilities with the aim of building essential knowledge.
As
technology advances, educational systems have evolved to adapt to these
changes, transforming traditional educational environments into innovative
spaces where students have the opportunity to receive meaningful learning based
on positive experiences. Gamification is based on the application of
objectivity as part of the effective teaching-learning process, incorporating
motivation, feedback, participation, and commitment as key elements for
educational well-being (Rapp et al., 2019).
In
this context, Navarro et al. (2021) maintain that gamification “has a strong
motivational and immersive component, capturing students' attention to develop
learning in a pleasant and creative environment” (p. 508). From this
perspective, gamification focuses not only on incorporating interactive
elements into classroom activities, but also on the emotional connection between
teacher and student during these activities, promoting motivation as a key
factor in achieving effective teaching and learning.
According
to Castañeda et al. (2025), the benefits of gamification specifically in the
subject of Natural Sciences include intrinsic motivation, which occurs when
students are motivated to learn out of personal interest and curiosity, not
just because they will receive some type of academic reward such as badges or
points. Another benefit is increased engagement with the activities proposed by
the teacher, leading to greater participation and the integration of learning
models that promote a creative and meaningful pedagogical design.
The
contribution of this study for education professionals in the field of Natural
Sciences lies in recognizing gamification as an innovative pedagogical approach
that enriches teaching practices and provides alternatives to traditional
instructional methods. In this regard, Arroyo-Mina et al. (2025), emphasize the
importance of teacher training in the implementation of gamification to promote
more motivating learning experiences in Natural Sciences. These considerations
highlight the potential of game-based strategies to strengthen student
engagement and support the improvement of teaching practices in different
educational contexts.
This
approach emphasizes both teaching methods and students’ learning experiences,
promoting motivation, reasoning, autonomy, and active participation. In
sixth-grade Natural Sciences, however, the teaching-learning process is
affected by limited teacher training, insufficient innovative strategies,
restricted access to educational resources and ICT, and the continued use of
traditional methods that hinder students’ interest, critical thinking, and
academic development.
This
situation leads to consequences such as: low student motivation and engagement;
disinterest in acquiring new knowledge; teachers lacking the necessary
preparation and skills to teach Natural Sciences; a scarcity of updated
educational resources in the classroom; and rigid, non-participatory
educational models. Based on this premise, the following question arises: how
does the implementation of gamification strategies contribute to the teaching
and learning process of Natural Sciences for sixth-grade students?
Therefore,
the general objective of this research is to promote innovative strategies
based on gamification to strengthen the teaching and learning process of
Natural Sciences for sixth-grade students in Basic Education.
Materials and Methods
The
research was conducted in the sixth grade of Basic Education during the 2025
school year. The study involved a group of 17 students enrolled in the
sixth-grade Natural Sciences course and one teacher, selected using purposive
sampling. The research employed a primarily qualitative approach with a
descriptive design, utilizing theoretical methods (analysis-synthesis,
inductive-deductive reasoning) and empirical methods (observation, interviews,
document analysis, and expert opinion). The methodological process consisted of
the following stages: Stage 1: Initial diagnosis. Stage 2: Design of learning
strategies. Stage 3: Validation of the proposal through expert opinion.
Analysis and Discussion of the
Results
Stage
1: Initial Diagnosis
The
interview, as it is shown in table 1, revealed that the Natural Sciences, the
teacher has theoretical and practical knowledge of gamification strategies, but
still requires further training. He defines gamification as a way to motivate
students through games, improving their concentration and class participation.
He uses this strategy only in classes that include activities such as debates
and quizzes, aiming for a holistic learning process.
The
strategies that most improved student participation were badges, feedback, and
topics related to ecosystems and the human body. However, the interviewee noted
that some students focus more on winning rewards than on learning. Therefore,
gamification should promote not only participation but also an inclusive and
academically supportive environment. Its main strengths include increasing
motivation, creativity, and engagement, while the principal challenges are
limited pedagogical resources and teachers’ resistance to adopting innovative
methods.
Table 1. Teacher
interview results on gamification in Natural Sciences
|
Interview focus |
Teacher's response |
|
Understanding of gamification |
Use of games to
increase motivation and participation. |
|
Implementation criteria |
Identification
of learning needs and reinforcement of motivation. |
|
Benefits and challenges |
Increased
participation and effort to overcome challenges. |
|
Gamification methodologies |
Group challenges
and badges in the study of ecosystems. |
|
Effective game elements |
Scientific
narratives, feedback, badges, and rewards. |
|
Current teaching strategies |
Cooperative
learning, debates, and questionnaires. |
|
Relevant curricular topics |
Human body
systems, ecosystems, and biodiversity. |
|
Preferred gamification strategy |
Digital
scientific adventures with challenges and badges. |
Source:
Prepared by the authors
Table 2. Observation results in sixth-grade Natural
Sciences
|
Dimension |
Observed indicator |
Rating |
|
Motivation and attention |
Interest in activities |
4 (High) |
|
Persistence in challenging tasks |
4 (High) |
|
|
Participation and engagement |
Active participation
in games |
5 (Very high) |
|
Use of scientific terminology |
3 (Moderate) |
|
|
Social interaction |
Peer collaboration |
4 (High) |
|
Compliance with game rules |
4 (High) |
|
|
Learning strategies |
Application of prior knowledge |
4 (High) |
|
Creative problem-solving |
5 (Very high) |
Source: Prepared by the authors
From the information obtained, and as shown in Table
2, in the Motivation and Attention dimension, students demonstrate a high level
of enthusiasm, which may indicate that gamification is effective. However, it
is necessary to implement pedagogical methods focused on supporting academic
comprehension, as some students experience difficulties understanding the
material. In the Participation and Engagement dimension, students exhibit a
high level of participation, especially in game-related activities. However, in
Item 4, participation is medium, indicating a weakness related to the use of
subject-specific terminology and the use of empirical language.
In the Social Interaction and Collaboration dimension,
students demonstrate a high level of participation, frequently supporting one
another, which is a positive aspect of the classroom. In the Learning
Strategies dimension, it is evident that students have a high level of
creativity and frequently use prior knowledge of the subject to complete class
activities, even when these activities are not very interesting to them. This
level is also very high because students take the initiative or propose
creative solutions to advance in the activity.
Based on the data obtained, it has been shown that participation
and creativity are the students' strengths; however, the subject teacher needs
to correctly apply gamification adapted to topics that are interesting to the
students, in order to achieve a high-quality and effective teaching and
learning process.
Stage 2: Design of learning strategies
Initially, an analysis of the theoretical references
is carried out, and the results obtained through the bibliographic review
technique based on a systematized matrix are presented. This allows the
identification of the existence of methodologies based on gamification and,
based on this, the determination of the most effective strategies for their
application in the subject of Natural Sciences.
Table 3. Findings and innovative gamification strategies
|
Authors and year |
Main findings |
Proposed strategies |
|
Macías (2020) |
Gamification requires prior diagnosis and the
integration of game elements. |
Educational technology. |
|
Mallitasig and Freire (2020) |
Enhances motivation, interaction, and learning in
Natural Sciences. |
Kahoot and Plickers. |
|
Mero et al. (2022) |
Traditional teaching and insufficient teacher
training limit innovation. |
Play-based learning. |
|
Zambrano et al. (2020) |
Facilitates individualized and continuous
assessment. |
Edmodo and Quizizz. |
|
Balseca et al. (2022) |
Digital tools encourage active learning and
participation. |
Genially and active methodologies. |
|
Ramírez and Alzate. (2022) |
Gamification can strengthen learning and
argumentative skills, but activities should not focus exclusively on rewards
or short-term achievements. |
Collaborative challenges. |
|
Acosta and Barrios (2023) |
Diverse game elements foster interaction and skill
development. |
Kahoot and feedback. |
|
Avelino and Garófalo
(2024) |
Improves motivation, performance, and scientific
knowledge retention. |
Virtual experiments and simulations. |
Source: Prepared by the authors
The collected information identified four key points,
which are described as categories, as follows: Category 1: theoretical
foundation and application conditions; Category 2: methodological approaches;
Category 3: technological tools and resources for gamification; Category 4:
specific benefits for the Natural Sciences subject.
In Category 1, Theoretical Foundation and Application
Conditions, gamification emerges as an effective pedagogical strategy that
promotes learning through game elements. Macías (2020) emphasizes that
gamification should not be understood as a game itself, but as the intentional
use of game-based components to develop students’ cognitive skills. Similarly,
Ramírez and Alzate (2022) warn that excessive
emphasis on rewards and entertainment may weaken learning outcomes and divert
classroom activities from their pedagogical objectives.
In Category 2: Methodological Approaches, several
methodologies applied to gamification are evident. Zambrano et al. (2020)
propose self-regulated learning; Ramírez and Alzate
(2022) propose collaborative learning focused on socialization and challenges.
Meanwhile, authors such as Avelino and Garófalo
(2024) mention that methodologies incorporating virtual experiments, puzzles,
and simulations can make learning more attractive and innovative for students,
improving academic performance, concentration, and motivation.
Likewise, Balseca et al.
(2022) states that the incorporation of other methodologies such as Flipped
Classroom, collaborative learning, inquiry-based learning, and failure-based
learning allows students to become more engaged with the subject and their academic
development, as well as making learning spaces more interactive.
In Category 3: Technological Tools and Resources for
Gamification, the following have been identified: Mallitasig
and Freire (2020) and Acosta et al. (2023) propose the use of Kahoot and Plickers;
while Zambrano et al. (2020) propose the Edmodo and Quizizz platforms, and
finally, Balseca et al. (2022) suggest the use of the
Genially digital platform. These ICT tools strengthen the teaching-learning
process through innovative spaces that capture students' attention, benefiting
continuous feedback and the development of technological skills.
In Category 4: Specific Benefits for the Natural
Sciences Subject, Avelino and Garófalo (2024) explain
that gamification in Natural Sciences not only improves students' academic
performance but also helps increase their critical thinking, retention, and
even research skills. However, Mero et al. (2022) reveal that the Natural
Sciences subject, presented in a traditional manner, has no impact on student learning,
leading to monotony. Similarly, teachers who are not trained in gamified
pedagogies maintain static lesson plans, hindering student learning.
Based
on the findings obtained from the literature review, this study analyzes how
gamification-based strategies directly impact the teaching and learning process
of Natural Sciences, identifying strengths, patterns, and limitations. It also
aims to establish the most effective and innovative strategies for transforming
traditional classroom spaces into innovative and dynamic pedagogical
environments.
The
use of gamification in pedagogy is an effective strategy that helps students to
improve their levels of comprehension and interaction during learning. However,
it can also become a challenge for teachers who are unfamiliar with gamified
methodologies, as some professionals confuse these methodologies with games,
when in reality they are a complement to strengthen learning through playful,
motivating, and interactive activities.
In
this context, Coapaza et al. (2024) state that
gamification promotes learning through exploration, creativity, and playful
challenges. Its effectiveness depends on careful planning and the purposeful
integration of game elements into learning activities. Likewise, Navarro et al.
(2021) emphasize the teacher’s role in fostering motivation and a positive
classroom climate, noting that meaningful learning is strengthened when
students establish an emotional connection with the teacher.
Therefore,
Rapp et al. (2019) reinforce their position that gamification is the
incorporation of motivation, feedback, and play, acting as a transformative
agent for both students and teachers. Furthermore, there are methodologies that
can be applied within gamification processes, such as collaborative learning,
self-regulated learning, project-based and experiment-based learning, and
others, which help strengthen the teaching and learning process, improving
student participation and concentration.
However,
Zampeta et al. (2020) warn that when gamification is
not applied correctly, teachers risk creating an educational gap because, if
they are unfamiliar with the different types of gamification
and their proper application, it can generate frustration in students,
negatively impacting the teaching and learning process.
To
avoid these types of situations, Zampeta et al.
(2020) recommend that teachers conduct a preliminary assessment of their
class's current situation, identifying which areas students require academic
support, which areas need strengthening, which activities capture students'
attention, and how to connect with students' emotions to generate new
experiences and knowledge. From the perspective of Arias et al. (2019), the
most widely used gamification model is Design Thinking and Gamification, which
is based on game activities, technology use, motivation, and challenges. This
model is used in primary and higher education, as well as in business
environments, specifically when the goal is to transform traditional routines
into interactive and personalized spaces.
However,
García et al. (2020) distinguish between superficial and structural
gamification. The former is used only when the teacher wants to motivate
students in the short term; that is, in a class using elements such as badges,
points, etc. While the second approach offers a deeper level of learning and is
integrated throughout the subject's curriculum, strengthening critical
thinking, problem-solving, and peer cooperation. When the gamification strategy
is applied in conjunction with technological tools and resources in the area of
Natural Sciences, there is a greater likelihood of achieving more
engaging teaching.
In
other words, implementing the gamification strategy in the Natural Sciences
subject fosters bidirectional benefits in the teaching-learning processes,
where teachers and students can enjoy meaningful experiences, promoting not
only dynamic content but also inclusion, teamwork, solidarity, the development
of digital skills and cognitive abilities, strengthening the link between
knowledge, educational environments, and students' lived experiences.
Navarro
et al. (2021) conducted research on gamification in the Spanish educational
field. Using a qualitative approach and a systematic review technique, their
objective was to understand how gamification impacts Spanish education,
considering all subjects and school levels. Their study determined that a high
percentage of students exhibited emotional problems, demotivation, and even
passivity in in-class activities before participating in gamified activities.
The study demonstrated that gamification is an effective alternative for
improving the learning process, especially for students with concentration
difficulties.
Furthermore,
in Ecuador, research conducted by Herrera et al. (2024) on gamification as an
assessment strategy in basic general education aimed to analyze in depth the
impact of gamification on assessment processes using a mixed methodology with a
hypothetical-deductive and historical-logical design, employing observation
techniques. The results showed that students with low academic performance,
those easily distracted, and those who had difficulty understanding the
material improved their concentration, engagement, thinking skills and
participation when they participated in playful and motivating activities.
According
to Herrera et al. (2024), gamification, as a transformative strategy, can
become a crucial tool within assessment systems, as it allows teachers to
evaluate and investigate, through the use of game-like elements and resources,
the limitations students exhibit while completing classroom activities. Through
this method, assessments become more engaging, easier, and more understandable
for students; however, before its application, it is necessary to know what
type of gamification students require. The most common are highlighted below.
Design
Thinking and Gamification Model. This gamified strategy is applied through the
use of game dynamics, which can be applied in both educational and work
contexts. It is based on the development of skills, collaborative activities,
and intrinsic and extrinsic motivation. One of its main characteristics is the
integration of technology as part of interactive classroom strategies (Arias et
al., 2019). The phases of this model are described as follows:
The
process comprises five phases. In the empathizing phase, the teacher identifies
students’ needs, learning profiles, and interests through observation. In the
defining phase, the main learning problem is specified. During ideation,
personalized and creative activities involving challenges and rewards are
designed. In the prototyping phase, instructions and evaluation criteria are
established according to students’ academic level and difficulties. Finally, in
the testing phase, the proposal is implemented and evaluated through
observation of students’ acceptance, interest, understanding, and participation
(Herrera et al., 2024, p. 157).
Superficial
or content-based gamification. Superficial gamification is applied when the
teacher wants to obtain positive results in the short term by focusing on how
the class or activity is presented, applying it "on a one-off basis in a
single class" (García et al., 2020, p. 19). According to Lázaro and Moreira (2021), this method is also known as
"thin-layer gamification" (p. 164) because the key evaluation
elements are incentives based on academic points.
Structural
or deep gamification. Structural gamification is applied when the teacher wants
to achieve progressive and long-term student learning, applying it generally
throughout the course (García et al., 2020). That is, it completely transforms
both teaching and learning methods, making it the most comprehensive
gamification method.
An
important aspect, according to Zambrano and Solano (2025), the pedagogical
principles of gamification are based on how teachers can foster autonomy and
sound decision-making in students through creativity and the generation of new
knowledge. This enables students to develop skills such as improved
competitiveness, positive social relationships, effective communication,
teamwork, and problem-solving.
On
the other hand, García et al. (2020) mention that these principles are based on
structuring strategic games aligned with classroom needs, determining what type
of mechanisms should be used during the teaching-learning process. Likewise, it
is essential to define that the activities are coherent and related to the
pedagogical objectives, in order to facilitate student learning, considering
that collaborative work and independent tasks are inclusive and engaging,
motivating a different and transformative education.
Furthermore,
this methodology supports the teacher's role, encouraging education
professionals to design dynamic classes, increasing shared responsibility
(García & Rodríguez, 2023). For gamification to be meaningful, it is
essential to integrate elements that contribute to a significant educational
transformation. From a creative perspective, learning can become a dynamic
space, allowing participants to self-evaluate their academic progress through
competitive activities (Zambrano & Solano, 2025). Based on this, the
following elements are described.
Moreover,
García et al. (2020) mention that these principles are based on structuring
strategic games aligned with classroom needs, determining which mechanisms
should be used during the teaching-learning process. Likewise, it is essential
to ensure that activities are coherent and related to the pedagogical
objectives in order to facilitate student learning, considering that
collaborative work and independent tasks are inclusive and engaging, thus
motivating a different and transformative education.
In
addition, this methodology supports the teacher's role, encouraging education
professionals to design dynamic classes and increasing shared responsibility
(García & Rodríguez, 2023). For gamification to be meaningful, it is
essential to integrate elements that contribute to a significant educational
transformation. From a creative perspective, learning can become a dynamic
space, allowing participants to self-assess their academic progress through
competitive activities (Zambrano & Solano, 2025). Based on this, the
following elements are described.
Table 4. Elements of the Gamification
|
Elements |
Description |
|
Points |
A system that helps
students complete their assignments by accumulating point-based rewards. |
|
Insignia |
Visual representations
that encourage students' academic achievements. |
|
Levels |
Academic progression
of students |
|
Classifications |
Competitiveness is
fostered through ranking tables. |
|
Challenges |
Resolving complex
situations, motivating improvement and meaningful learning. |
|
Immediate feedback |
Based on quick
responses to recognize the student's level of understanding regarding their
learning. |
|
Narrative |
Stories based on
experiences. |
|
Autonomy and
decision-making |
Students are
self-motivated and make their own decisions regarding role-playing. |
|
Time and restrictions |
Limits established in
accordance with the activities proposed in class. |
|
Collaboration |
Use of resources that
promote group work. |
|
Rewards |
Teacher-provided
incentives that encourage responsibility and commitment. |
Source: Zambrano & Solano, 2025.
From a
constructivist perspective, feedback stands out as a fundamental element in the
teaching-learning process, where the main actors are students and teachers, but
from different angles. Regarding students, learning is not based solely on
repeating the lesson received, but on constructing new knowledge from prior
learning, considering that thought and intelligence are key to effective
learning (Martínez, 2022).
As for
teachers, teaching shifts from traditional to innovative, through the use of
ICT and engaging resources that capture students' attention, as well as
creating spaces that promote inclusion and new teaching methods. In this
context, when teachers, in addition to delivering lessons and transmitting
knowledge, foster the development of responsible, empathetic, and supportive
leaders, and create environments where discovery learning is the cornerstone,
teaching practices become effective and meaningful (Martínez, 2022).
The
learning-by-doing theory is characterized by an approach that reconceptualizes
the student as a proactive, creative individual capable of developing any
desired skills, provided the central stimulus is one of positive
transformation. This theory aims to value knowledge based on experiences and
the interaction of individuals with their environment, which, through knowledge
acquisition, leads to meaningful learning (Pérez & Iturralde, 2024).
The essence
of this theory lies in the principle of learning by doing, where the student
establishes a close connection between knowledge, social relationships,
practice, and educational environments. Through this approach, students
discover their own worth and interests, and identify the influence of the
social, cultural, and educational environment on their personal lives,
committing them to be conscious, responsible, and active individuals in their
surroundings (Pérez & Iturralde, 2024).
To apply this
methodology, some terms that are part of the language of gamification are
highlighted:
Gamification:
the use of game dynamics in non-game contexts (such as school), with the aim of
increasing the motivation and engagement of participants.
Game
elements: components such as points, rewards, levels, badges, challenges, or
rankings, which make an activity resemble a game.
Meaningful
learning: learning that is relevant to the student because they can relate it
to what they already know or to their daily life.
Intrinsic
motivation: a drive that comes from within the student, not from a grade or
external prize, but from the enjoyment of learning or the desire to overcome a
challenge.
Scientific
thinking: the ability to observe, formulate questions, experiment, analyze
results, and draw conclusions based on evidence. Methodological Framework for
the Proposal
The
qualitative methodology with a descriptive design allows for the interpretation
of results within a social reality and context, recognizing patterns and
characteristics, and delving into essential aspects that are part of a
phenomenon or object of study (Valle et al., 2022). In this context, the
qualitative method will allow us to understand the students' experiences, from
how they feel, what topics interest them, and what motivates them, to how they
interact with each other.
From a
descriptive design, it is possible to describe and delve into the behavior,
situations, and attitudes that are part of the research object. Through this
research design, it is also possible to explore questions such as: What happens
to the participants? When does it happen? How does the situation unfold? Where
does it take place? What characteristics comprise it? And what attributions do
they possess? (Valle et al., 2022). The following was considered in structuring
the proposal:
Description
of the proposal “Gamified Scientific Adventure”.
It is based
on an active and participatory pedagogical approach, where the student is at
the center of the teaching-learning process and the teacher acts as a mediator
and facilitator of meaningful experiences. The choice of gamification as a
strategy responds to the need to integrate motivation, play, and interaction
into the construction of scientific learning in sixth grade. This proposal is
based on pedagogical practice focused on transforming the teaching of Natural
Sciences in sixth grade to address the topics of the current curriculum, but
from a participatory and challenge-based approach. That is, to contribute to
the development of interactive and motivating classes.
For its
design, different methodological techniques and tools were used to understand
the context and define relevant strategies: SWOT analysis, problem tree and
objective tree, needs and potential assessment, and participatory techniques.
In addition, the following strategies are proposed:
-
Gamification: Use of game dynamics (points, levels, missions, challenges,
visual rewards) to increase motivation and engagement.
-
Challenge-based learning: Solving practical and scientific problems through
games and activities.
-
Collaboration: Teamwork to foster social skills and peer learning.
- Continuous
and gamified assessment: Constant feedback using badges and medals for
achievements.
Internal
Structure of the Proposal
-Proposal
Title
-Specific
Justification of the Proposal
-Description
of the target population or application context
-Proposed
Activities (by phases or stages)
-Coherence
Matrix between the proposal and the planning
-Application
Methodology (dynamics, approaches, techniques)
-Responsible
Parties
-Required
Resources (human, material, and time)
-Implementation
Schedule
-Evaluation
Criteria and Instruments
-Coherence
with the theoretical framework, defined objectives, and proposed strategies
-Brief
explanation of how the proposal is based on the conceptual foundations
developed in the Theoretical Framework
-Suggestions
for Implementation
-Recommendations
for applying the proposal in the professional setting
-Possible
adjustments based on contextual conditions
-Factors that
could facilitate or hinder implementation
-Guidelines
for monitoring and feedback Objective of the proposal: To promote innovative
gamification-based strategies to strengthen the teaching and learning process
of Natural Sciences for sixth-grade students in Basic Education.
One of the
fundamental topics studied in 6th grade, Section 1, is: Topic 3: Ecosystems of
Ecuador. Important questions and curiosities are raised that serve as a basis
for structuring the strategies, such as:
As an
example, a learning strategy using gamification in Topic 3 of sixth grade:
Ecosystems of Ecuador ().
●
Learning objective: To investigate ecosystems, their biodiversity, and their
interrelationships and adaptations, in order to value the diversity of
ecosystems and species and understand that Ecuador is a megadiverse country
(O.CN.3.3).
● Time
commitment: 6 hours
●
Participants: Sixth-grade students of Basic General Education.
● Game
Objectives: To use playful activities so that students can practically
understand what an ecosystem is and what biodiversity is, and understand and
explain why Ecuador is a megadiverse country.
●
Activities: 1. Find out what protected area is located near your town.
2. In your
textbook, you will find a box with the following information: Did you know?
Ecuador has more than 4,200 species of orchids, of which 1,301 are endemic;
however, many more exist waiting to be discovered. These beautiful plants can
be found throughout the country.
For the group
activity, students form pairs, trios, or teams to answer questions on cards
prepared by the teacher. These questions should demonstrate creativity in their
responses. For example:
Card 1:
Research what "endemic" means. Identify some orchid species in your
area.
Card 2: Why
are orchids considered beautiful? Present your photo collection.
Card 3:
Create an infographic about strategies that promote ecosystem conservation in
Ecuador. (Use drawings and ideas that raise environmental awareness.)
A manual,
photo collection, or other output is produced.
●
Establish challenges or missions where students create innovative strategies to
mitigate the negative effects of human activities on ecosystems.
1. In groups,
create an informative manual about the endangered flora and fauna species in
each region of Ecuador. 2. I mention measures that we can implement at home, at
school, and in the community for its conservation.
3. I share
the information from the manual with my classmates.
● Play
area: School green areas, classroom, computer lab.
Developing
motivation: Through games and challenges, they will see how their actions can contribute
to mitigating the effects that damage the environment. They will work as a
team, and their efforts will be rewarded. They will learn in a fun way and
enjoy a “Gamified Science Adventure.”
• Mission: In
a Gamified Science Adventure, you must investigate the effects of human
activities on an ecosystem and propose actions to mitigate the risks we face.
You can use mobile devices or tablets, and will make observations, create
diagrams, and draw pictures.
● Game
Rules: Points are awarded for each correct answer. You cannot move on to the
next activities until you have completed all the actions in each challenge. The
team with the most points at the end of the activity will be the winner.
●
Materials/Resources: Mobile devices or tablets, worksheets for the teams.
●
Assessment: I mention the main environmental problems in my community and
propose measures that should be implemented to solve them, reflecting on the
interrelationship between people and their environment.
Furthermore,
this assessment focuses on the development of critical thinking and
problem-solving skills, where students apply scientific knowledge to face
everyday challenges, particularly in topics related to climate change,
biodiversity, and ecosystems.
Stage 3:
Validation of the proposal.
The opinions
of four specialists in the field of education with extensive knowledge in
Natural Sciences were gathered to assess the feasibility of the proposal. The
following table shows the results of the proposal validation through a
questionnaire administered to these specialists.
Table 5. Validation of the
proposal by expert criteria
|
Indicators |
5 Excellent |
4 Very Good |
3
Good |
2 Fair |
1
Poor |
|
1.
Theoretical foundation |
100% |
|
|
|
|
|
2.
Use of active methodologies |
75% |
25% |
|
|
|
|
3.
Development of motivation |
100% |
|
|
|
|
|
4.
Contextualization to the curricula |
100% |
|
|
|
|
|
5.
Feasibility |
75% |
25% |
|
|
|
Source: Prepared by the
authors
The proposal received highly
favorable evaluations from the specialists. The theoretical foundation and
curricular contextualization were rated Excellent by 100% of participants,
while 75% rated the use of gamification-based active methodologies and the
proposal’s feasibility as Excellent. These results indicate that the strategy
is considered effective for increasing student participation, motivation, and
conceptual learning in sixth-grade Natural Sciences.
The authors of the work and
the specialists value the proposal positively and recommend actions for its
improvement and implementation:
- Prepare teachers in the
theoretical and methodological foundations of the proposal.
- Train them in formulating
questions and problems that foster reflection, inquiry, and research, rather
than mere repetition of concepts.
- Provide the tools for
conducting the diagnostic assessment, as a starting point for characterizing
participating students individually and in groups.
- Create conditions for the
use of ICT.
Conclusions
Gamification is a
pedagogical strategy that integrates game elements, motivation, and exploration
into the teaching-learning process without being reduced to mere play. In
Natural Sciences, it can facilitate the understanding of topics such as
ecosystems, biodiversity, and environmental issues while promoting critical
thinking, inquiry, creativity, and collaborative work. It also contributes to
increasing students’ interest and fostering responsible and civic attitudes.
The experts positively evaluated the proposal and considered it feasible, while
recommending specific actions for its refinement and implementation.
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