ImpactU Versión 3.11.2 Última actualización: Interfaz de Usuario: 16/10/2025 Base de Datos: 29/08/2025 Hecho en Colombia
Estrategia tecnológica basada en gamificación para el fortalecimiento del proceso evaluativo de la asignatura de física en niños de 6 grado de la institución educativa Sorrento jornada mañana
Information and communication technologies (ICT) are currently having a particular impact on the educational field, which is why the objective of this research focuses on analyzing the behavior of students in the use of gamification, favoring the evaluation process, thus promoting the development of a participatory role in the school and social area, in addition to promoting innovation in pedagogical practice, making evaluation a dynamic, continuous and personalized process of the teaching-learning system. Now, the design presents a qualitative research approach with a Research-Action design from a descriptive scope, implementing tools such as observation sheets, a practical instrument to describe qualitative research, within the results obtained it is possible to identify that the academic progress of the chosen focus group (8 students), showed improvement in academic performance, as there is integration of educational agents, learning will be directed in the same direction, allowing the strengthening of students at the time of acquiring knowledge, that significant learning that involves emotional processes all due to the use of gamified instructional strategies that achieved improvement in the evaluation process in the subject of Physics in the sixth grade with students with an age range of 11 to 13 years of the Educational Institution Sorrento Jornada Mañana, finally it is concluded that in as for behaving mien Of the population sample, positive changes are evident in relation to their academic performance as the development and application of gamified strategies is presented