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Jesús Osuna - Marco Sánchez

Abstract

This article aims to cover the importance of gamification from its essence in each of the
teaching-learning processes to which Higher Education Institutions have been subjected,
hereinafter (IES), during these days where the On-campus has notably migrated to the
virtuality stage. Now, the main objective is to focus attention on new learning techniques that
must be appreciated from educational environments, that is, to understand how, through the
mechanical application of games, students or people in general who receive some type of
education, can facilitate their learning process thanks to the didactics that are implemented
within this exercise; thus, allowing better results, better knowledge and optimal acceptance
by its recipients. This article responds to a methodological process of documentary review in
which the advances and the relevance of the topic in different scenarios are identified, in the
matter of teaching-learning processes; giving as a result to these investigative dynamics the
solution to multiple problems of appropriation of procedures and concepts that are not fully
understood, thus being a current problem that certainly cannot be dispelled without the
intervention of this technique.

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Keywords

gamification, teaching, technical learning, document review, Higher Education Institutions.

References
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Citation Format
How to Cite
Osuna -, J., & Sánchez, M. (2020). V. LEARNING TECHNIQUES, A STRATEGIC PARTNER IN EDUCATIONAL ENVIRONMENTS. GAMIFICATION, THAT PARTNER OF THE TEACHER TODAY. Revista De Investigación Transdisciplinaria En Educación, Empresa Y Sociedad - ITEES, 4(4), 1–16. https://doi.org/10.34893/itees.v4i4.169
Section
Artículos Científico