Carmen Rodríguez Jiménez, Magdalena Ramos Navas-Parejo, María Jesús Santos Villalba, Juan Miguel Fernández Campoy
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El uso de la gamificación para el fomento de la educación inclusiva
Gamification and its application to education is a growing trend in classrooms at all levels of education. At the same time, the inclusion of all students is an issue of relevance in scientific literature and continues to be the subject of debate and research. The aim of this article is to highlight the use of gamification as a means of promoting the inclusion of students in general, and of students with some type of SEND (Special Educational Needs and Disabilities), in particular. We recognise that educational inclusion is a model of action that is committed to offering quality education to all students, and that identifies diversity as an inherent and enriching value. The bibliographical review carried out highlights the advantages of gamification as a tool to facilitate educational inclusion and the need to introduce this active methodology into the classroom, all with the aim of achieving greater motivation and involvement on the part of teachers and students in the teaching-learning process.