Innovating in nutrition educationApplication of gamification and digital resources in high school students

  1. Moreno-Guerrero, Antonio-José
  2. Parra-González, María-Elena
  3. López-Belmonte, Jesús
  4. Segura-Robles, Adrián
Revista:
Retos: nuevas tendencias en educación física, deporte y recreación

ISSN: 1579-1726 1988-2041

Año de publicación: 2022

Número: 43

Páginas: 438-446

Tipo: Artículo

Otras publicaciones en: Retos: nuevas tendencias en educación física, deporte y recreación

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.

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