Lagoon Hero: from gamification in the classroom to the preservation of biodiversity

Published 2020-07-03
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Abstract

This article establishes the implementation of the ADDIE model - analysis, design, development, implementation, and evaluation - in the design of a mobile application as the technological component of a didactic proposal for the promotion of attitudes of care and preservation of the biodiversity in the wetlands in Cundinamarca, Colombia. The application is methodologically oriented under the action research guidelines, whose objective is to reflect and transform the environment of the pedagogical practices in which the research takes place; therefore, as a strategy for significant learning, we used gamification and augmented reality, since they were identified as pedagogical and technological trends that in current educational processes allow the generation of scenarios and tools for the promotion or development of disciplinary competences in different, experiential ways and according to the demands of the society of knowledge. As part of the conclusions, it was possible to identify that this type of tools not only cause positive effects in the learning processes of students, but it is also a contribution for teachers, since it facilitates the appropriation of concepts in an attractive way and shows them how formative evaluation, by means of the implementation of the interactive activity, makes the evaluation less intrusive, achieving better performance and compliance with competencies on the part of students.

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