Innovando en educación nutricional: Aplicación de la gamificación y recursos digitales en estudiantes de secundaria (Innovating in Nutrition Education: Application of Gamification and Digital Resources in High School Students)

Autores/as

  • Antonio-José Moreno-Guerrero Departamento de Didáctica y Organización Escolar, Universidad de Granada
  • María-Elena Parra-González Departamento de Métodos de Investigación y Diagnóstico en Educación
  • Jesús López-Belmonte Departamento de Didáctica y Organización Escolar, Universidad de Granada
  • Adrián Segura Robles http://orcid.org/0000-0003-0753-7129

DOI:

https://doi.org/10.47197/retos.v43i0.87569

Palabras clave:

educación, recursos digitales, gamificación, innovación, aprendizaje, nutricion, educación física, estudiantes, (education; digital resources; gamification; innovation; learning; methodology; nutrition; physical education; students)

Resumen

Los docentes deben utilizar la tecnología y las metodologías activas como herramientas fundamentales para la enseñanza de temas básicos de nutrición. El objetivo de esta investigación fue analizar el potencial de un plan de formación en educación nutricional realizado tanto con tecnología educativa como con una metodología gamificada. Para ello, se utilizó un diseño cuasi-experimental en una muestra de 237 alumnos españoles de tercer nivel de Educación Secundaria. Una vez realizada la experiencia formativa en docencia, se recogieron datos con un cuestionario. Los resultados mostraron que la enseñanza de la educación nutricional a través de la gamificación fomenta la motivación, la relación entre los estudiantes, la autonomía, la percepción del tiempo durante las clases y la mejora de las notas. Se puede concluir que la gamificación es un método de enseñanza eficaz para la educación nutricional de los estudiantes de Educación Secundaria Obligatoria.

Abstract. Teachers have to use technology and active methodologies as fundamental tools for teaching basic nutrition issues. The objective of this research was to analyze the potential of a training plan on nutritional education carried out using both educational technology and a gamified methodology. For this, a quasi-experimental design was used in a sample of 237 Spanish students of the third level of Secondary Education. After the training experience on teaching was carried out, data were collected with a questionnaire. The results showed that the teaching of nutritional education through gamification fosters motivation, the relationship among students, autonomy, time perception during classes, and the improvement of marks. It can be concluded that gamification is an effective teaching method for nutritional education for Compulsory Secondary Education students. 

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Publicado

2022-01-06

Cómo citar

Moreno-Guerrero, A.-J., Parra-González, M.-E., López-Belmonte, J., & Segura Robles, A. (2022). Innovando en educación nutricional: Aplicación de la gamificación y recursos digitales en estudiantes de secundaria (Innovating in Nutrition Education: Application of Gamification and Digital Resources in High School Students). Retos, 43, 438–446. https://doi.org/10.47197/retos.v43i0.87569

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Artículos de carácter científico: trabajos de investigaciones básicas y/o aplicadas