DOI: https://doi.org/10.33262/ap.v7i2

Published: 2025-04-03

“Just Dance” as a gamification strategy towards the inclusion of ADHD in physical education

Introduction. ADHD affects children's academic and social performance, making it difficult for them to be included in Physical Education. Gamification, such as “Just Dance,” can improve motivation and motor control. Objective. To explore the effectiveness of “Just Dance” as a gamification strategy in PE to promote the inclusion of students with ADHD. Methodology. A mixed approach was used with quantitative and qualitative observations in 21 students, including three with ADHD. The gamification strategy was developed in eight levels with multisensory activities, analyzing inclusion through descriptive statistics and content analysis. Results. Gamification improved social interaction, emotional self-regulation, and motivation of students with ADHD. Greater group cohesion and social acceptance were observed, reducing impulsive behaviors and improving concentration. Conclusion. The gamification strategy “Just Dance” promoted the inclusion of students with ADHD in Physical Education, improving their social interaction, self-regulation, and motor skills. Adaptive gamification proved to be effective for educational inclusion. General Area of Study: Education. Specific area of study: Inclusive Physical Education. Type of study: Original articles.

July Janina Ramos Barrera, Jorge Armando Tenorio Hurtado, Lenin Esteban Loaiza Dávila, Giceya de la Caridad Maqueira Caraballo

6-25

Gamification, a didactic strategy in the teaching and learning process of natural sciences in second year elementary school students

Introduction. Gamification, an innovative didactic strategy, has proven to be effective in the teaching-learning process of natural sciences in second year elementary school students. Objective. The purpose of this study was to analyze gamification as a didactic strategy to improve the teaching-learning process of Natural Sciences in second-year elementary school students. Methodology. For this purpose, a mixed, exploratory, descriptive, and applied approach was used. Classroom observation, performance test and interview were used. The sample consisted of 16 students and 4 teachers of the second year of EGB. Results. The initial diagnosis showed that most teachers associate gamification with digital platforms, limiting its pedagogical potential. Students showed superior performance in basic concepts of Natural Sciences. Observation highlighted their interest and participation. The proposal included interactive activities, improving learning, motivation, and socioemotional skills. Conclusion. It is concluded that gamification emerges as an innovative and effective didactic strategy to teach Natural Sciences to second year elementary school students. By combining game elements with educational objectives, this technique promotes active, participatory, and meaningful learning, providing students with the necessary skills and competencies to understand and apply scientific concepts in their daily lives. General Area of Study: Education. Specific area of study: Gamification. Type of study: Original articles.

Paulina Marison Cargua, Andrea Jacqueline Amaya Cortez, Keila Herrera Rivas , Elizabeth Vergel Parejo

26-57

Biophilic design patterns in architecture. Contributions to energy performance and user well-being. A systematic review

Introduction. The exponential growth of cities has triggered significant inequalities and put the sustainability of urban development at risk. This phenomenon has led to a growing disconnect between urban dwellers and their natural environment. At the same time, millions of people live in densely populated areas with inadequate conditions, reflecting the lack of an accessible and environmentally friendly urban model. The expansion of cities must consider strategies that allow a balance between development and environmental preservation, prioritizing solutions that guarantee a healthier and more sustainable lifestyle for all. Objective. The objective of this paper was to identify biophilic design patterns in architecture by evaluating the potential for energy efficiency and user well-being that these patterns have in buildings. Methodology. A systematic review of the existing scientific literature between 2015 and 2024 was conducted. To achieve this, the PRISMA method was used. The search was carried out in digital journals through databases such as Scopus, Web of Science, Science Direct, Taylor & Francis, Pro Quest and Google Scholar for articles on energy efficiency and user well-being in the application of biophilic design patterns. Results. Of the 164 articles reviewed regarding biophilic design patterns in architecture and their contributions to energy performance and user well-being, 32 were selected, which address the application of biophilic design patterns. Conclusion. By uncovering the connection of biophilic design patterns, it becomes clear that their integration has emerged as a response to the demand for resource efficiency and the challenges of climate change. Adoption biophilic design is a key necessity for mental and energetic well-being. General Area of Study: Architecture. Specific area of study: Constructions with a mention in sustainable construction management. Type of study: Bibliography Review.

Dayana Lizbeth Quizhpe Pullaguari, Manuel Salvador Álvarez Vera, Marco Avila Calle

58-80

Interactive digital environments in the development of literacy skills in basic general education

Introduction: The problem identified lies in the need to evaluate how the use of digital platforms, artificial intelligence, educational video games and immersive technologies influence the acquisition and strengthening of reading and writing skills in the school context. Objectives: The general objective of this research was to analyze the impact of interactive digital environments on the development of reading and writing in Basic General Education students in the "5 de Junio" Educational Unit, in the Sucúa canton, province of Morona Santiago, during the 2022-2023 school year. Methodology: The methodology used was quantitative, cross-sectional, and correlational, with a non-experimental design, applying a structured survey with a Likert scale to 260 students. Descriptive and correlational statistical analyses were performed using Spearman's coefficient to determine the relationship between the variables. Results: The main results showed that immersive technologies and artificial intelligence have a positive impact on reading comprehension and written production, with significant correlations (0.664** and 0.821**, respectively). However, the use of digital platforms showed a negative understanding of reading comprehension (-.146*), suggesting that its effectiveness depends on the pedagogical approach employed. Conclusions: It was concluded that technology can enhance reading and writing but requires strategic implementation in the classroom. Teacher training, the progressive integration of digital tools and combined methodologies that favor meaningful learning are recommended. General area of study: education. Specific area of study: Educational technologies / literacy in Basic Education. Item Type: Original

Marcia Edith Solórzano Cedeño, Juan Eduardo Anzules Ballesteros, Elizabeth Esther Vergel Parejo

81-112