{"title":"Gamificación","authors":"Joan-Tomàs Pujolà, F. Jiménez","doi":"10.4324/9781315646169-39","DOIUrl":null,"url":null,"abstract":"This article aims to raise the theoretical orientations that in the classroom direct pedagogical processes for the promotion of critical thinking of students in the area of Social Sciences, through Visual Learning Environments (EVA) with gamification strategies, within the framework of a constructivist pedagogical model. Developing critical thinking and, simultaneously, interested students in the use and management of tools and resources provided by ICT Information and Communication Technologies is one of the most relevant challenges that schools and teachers currently have in Colombia. It is equally important to prioritize the search for didactic and technological strategies that contribute to this purpose, so for this case we opt for the combination of the use of technology and the game based on gamification in a perspective of integration of theory and praxis. The article is inserted in the development of qualitative methodological processes connected to the search, organization and selection of information from which the theoretical construct of which it is realized in this is elaborated.","PeriodicalId":276655,"journal":{"name":"The Routledge Handbook of Spanish Language Teaching","volume":"55 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"42","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Routledge Handbook of Spanish Language Teaching","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4324/9781315646169-39","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This article aims to raise the theoretical orientations that in the classroom direct pedagogical processes for the promotion of critical thinking of students in the area of Social Sciences, through Visual Learning Environments (EVA) with gamification strategies, within the framework of a constructivist pedagogical model. Developing critical thinking and, simultaneously, interested students in the use and management of tools and resources provided by ICT Information and Communication Technologies is one of the most relevant challenges that schools and teachers currently have in Colombia. It is equally important to prioritize the search for didactic and technological strategies that contribute to this purpose, so for this case we opt for the combination of the use of technology and the game based on gamification in a perspective of integration of theory and praxis. The article is inserted in the development of qualitative methodological processes connected to the search, organization and selection of information from which the theoretical construct of which it is realized in this is elaborated.