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Sinéctica

On-line version ISSN 2007-7033Print version ISSN 1665-109X

Abstract

GUZMAN RIVERA, Miguel Ángel; ESCUDERO-NAHON, Alexandro  and  CANCHOLA-MAGDALENO, Sandra Luz. “Gamification” of teaching science, technology, engineering and mathematics: Conceptual cartography. Sinéctica [online]. 2020, n.54, e1009.  Epub Aug 07, 2020. ISSN 2007-7033.  https://doi.org/10.31391/s2007-7033(2020)0054-002.

The purpose of this documentary research, carried out with the method of Conceptual Cartography, was to make a conceptual study of the term “gamification”, specifically in the learning of science, technology, engineering and mathematics (STEM). A total of 287 texts were obtained and finally 39 documents were selected for revision. Eight axes of analysis were applied: notion, categorization, characterization, differentiation, division, linkage, methodology and exemplification. The result was a systematization of the concept “gamification” and its methodological aspects for the teaching of STEM. The main finding was a differentiation between “gamification”, “educative serious games” and “game-based learning”. This would allow planning differentiated educational strategies according to specific teaching objectives.

Keywords : gamification; conceptual cartography; educative serious games; game-based learning.

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