DIGITAL LIBRARY
HISTORICAL GAMIFICATION, AN OPPORTUNITY FOR LEARNING
Universidad de Guayaquil (ECUADOR)
About this paper:
Appears in: ICERI2023 Proceedings
Publication year: 2023
Pages: 7134-7139
ISBN: 978-84-09-55942-8
ISSN: 2340-1095
doi: 10.21125/iceri.2023.1774
Conference name: 16th annual International Conference of Education, Research and Innovation
Dates: 13-15 November, 2023
Location: Seville, Spain
Abstract:
Human learning is constant and evolving, and the inclusion of technology has benefited education, although it is not evident in all areas of science. With innovation, diverse opportunities are created for teaching, where virtual reality, augmented reality, specialized software, and serious games, burst with force to discuss in a scenario where traditional education still prevails.

Gamification enriches the student's skills, motivating and increasing participation in the classroom, but above all, it helps create a relationship between game and knowledge.

This research was carried out to establish a relationship between historical gamification and the educational community to whom this project is directed, which belongs to the Unidad Educativa Particular "Francisco Huerta Rendón", where a low level of learning has been observed in the area of Social Studies, due to the very complex topics to learn in a cathedratic way, therefore, the student is not interested in the knowledge imparted in the classroom, which becomes monotonous for not obtaining other resources that affect the improvement of learning.

The problem of this research is the lack of stimulation in the creativity of students, which results in little interest in the subject of Social Studies, so the general objective of the research is to investigate gamification as an ideal study technique to implement game mechanics that generate learning, The methodology used was qualitative-quantitative, in which instruments such as interviews and questionnaires were used, which were conducted to a total of 28 students of the ninth "A" of EGB, a teacher of the subject of Social Studies and an authority of the educational institution.

These instruments made it possible to identify the problem, resulting in the students' lack of interest in the subject, since the classes are theoretical and demotivating.

Thus, we propose the development of mobile applications that are designed to provide self-knowledge through praxis, developing creativity through gameplay mechanics where the student must find solutions to puzzles, escape from complex situations, and complete short quizzes to advanced levels. Games that complement the themes for the teacher with the students in the educational process of the subject of Social Studies, such as a game about the voyages of Christopher Columbus, or games about South American pre-Hispanic cultures, among others. In order to obtain better results in academic performance and interest in the subject to be taught.
Keywords:
Gamification, history, mobile applications, education.