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Revista de Ciencias Humanísticas y Sociales (ReHuSo)

On-line version ISSN 2550-6587

Abstract

CURAY CORREA, Patricia  and  RAMON, Luisa Patricia. Storytelling in gamification: Planning an educational guide. ReHuSo [online]. 2021, vol.6, n.2, pp.110-123.  Epub Aug 01, 2021. ISSN 2550-6587.  https://doi.org/10.5281/zenodo.5512910.

Abstract The subject of this article is the development of a planning that integrates two methodological strategies: storytelling and gamification. The objective of this research is to describe and guide the teacher for the planning of a didactic sequence that integrates storytelling in a gamified activity to arouse interest in students as an opening channel towards the improvement of learning environments. Therefore, the literature reviewed is at the service of teachers to guide them in the creation of contextualized stories, considering motivation as the backbone of learning. A descriptive literature review with a qualitative approach was conducted. The methodology used was the exploration in specialized search engines with Boolean operators and the selection under criteria of inclusion (articles under the constructivist model dealing with virtual education) and exclusion (books prior to 2005, articles prior to 2006, articles dealing exclusively with face-to-face education). As a result, an example of a didactic guide that integrates these two strategies is described, exemplifying its actions, objectives and tools used in its three phases: initiation, development and evaluation. This constitutes a model that can be adapted to different contents within any area. In conclusion, storytelling within a didactic guide converges with innovation, active methodologies (gamification) and meaningful learning.

Keywords : Gamification; motivation; narration; didactic sequence; storytelling.

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