Gamification Software to Support the Learning Process of Children with Emphasis on Psychomotor, Psychoanalytic and Attention Deficit Disabilities
摘要
Education is the basis for the discovery of new knowledge and therefore the growth of society. Then, education must evolve at the same pace as technological advances, developing new educational strategies. This proposal implements a teaching–learning model that encourage the students’ ability to concentrate, considering the lack of interest in traditional learning. Hence, this tool allows greater student participation, in which they acquire knowledge in an interesting and innovative way. Gamification is the basis of this tool, designed to have fun and at the same time to promote factors such as concentration, attention and motor skills. This tool is represented graphically as a video game of races, questions and ability. Its impact has a pedagogical approach so that teachers can identify in their students the different capacities of concentration and analysis that they possess and at the same time the students learn in a more didactic and interesting way based on gamification.