利用游戏化促进全纳教育

Carmen Rodríguez Jiménez, Magdalena Ramos Navas-Parejo, María Jesús Santos Villalba, Juan Miguel Fernández Campoy
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引用次数: 13

摘要

游戏化及其在教育中的应用在各级教育的课堂中是一个日益增长的趋势。与此同时,所有学生的纳入是科学文献中的一个相关问题,并继续成为辩论和研究的主题。这篇文章的目的是强调将游戏化作为促进学生融入的一种手段,特别是有特殊教育需要和残疾的学生。我们认识到,教育包容性是一种致力于为所有学生提供优质教育的行动模式,并将多样性视为一种内在和丰富的价值。所进行的文献回顾强调了游戏化作为促进教育包容的工具的优势,以及将这种积极的方法引入课堂的必要性,所有这些都是为了在教学过程中实现教师和学生更大的动机和参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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