Bibliographic Details
| Title: |
Modelo Neurus.Zone: Enriquecimiento Curricular Gamificado para el Aprendizaje Personalizado. |
| Alternate Title: |
Neurus.Zone Model: Gamified Curriculum Enrichment for Personalized Learning. |
| Authors: |
Fiorot Junior, José Angelo1 fiorot.jr@unesp.br, Rondini, Carina Alexandra2 carina.rondini@unesp.br |
| Source: |
Comunicar. Apr2026, Vol. 34 Issue 85, p254-267. 14p. |
| Subject Terms: |
*Gamification, *Educational equalization, *Individualized instruction, *Academic achievement, *Academic improvement, *Educational technology, *Mobile learning |
| Geographic Terms: |
Brazil |
| Abstract (English): |
Although digital gamification has been widely discussed in educational research, few studies have actually developed and empirically tested tools designed specifically for curriculum enrichment. This study introduces and evaluate Neurus. Zone, an original mobile application created to promote personalized and equitable learning experiences through gamified curriculum enrichment. A quasi-experimental design was conducted with 24 ninth-grade students from public and private schools in Brazil, assessing creativity (Children's Figurative Creativity Test), academic performance, and participants' perceptions. The findings revealed significant improvements in creativity (p < 0.01; d > 0.8) and academic performance (p < 0.01) among the experimental groups, with more substantial gains observed among public-school students, suggesting a reduction in educational disparities. Beyond the statistical evidence, Neurus. Zone enhanced students' motivation, autonomy, and engagement, aligning with the principles of Brazil's National Common Curriculum (BNCC). This research provides the first empirical validation of an mobile app specifically designed for curriculum enrichment, demonstrating how technology can effectively integrate creativity and equity within school settings. The Neurus.Zone model offers a replicable framework for educational innovation and policy development in emerging contexts. [ABSTRACT FROM AUTHOR] |
| Abstract (Spanish): |
Aunque la gamificación digital ha sido ampliamente explorada en la investigación educativa, aún no existen estudios que diseñen y validen empíricamente herramientas específicas destinadas al enriquecimiento curricular. Este artículo presenta y evalúa Neurus.Zone, una aplicación móvil original creada para promover experiencias de aprendizaje personalizadas y equitativas mediante el enriquecimiento curricular gamificado. Se utilizó un diseño cuasiexperimental con 24 estudiantes de noveno grado de escuelas públicas y privadas brasileñas, evaluando la creatividad (Test de Creatividad Figural Infantil), el rendimiento académico y la percepción de los participantes. Se encontraron mejoras significativas en creatividad (p<0,01; d>0,8) y rendimiento académico (p<0,01) en los grupos experimentales, con avances más acentuados entre los estudiantes de la escuela pública, lo que indica una reducción de desigualdades educativas. Más allá de los resultados estadísticos, Neurus.Zone fomentó la motivación, la autonomía y el compromiso del alumnado, en consonancia con los principios de la Base Nacional Común Curricular (BNCC) brasileña. Este estudio llena una laguna en la literatura al ofrecer la primera validación empírica de una aplicación móvil diseñada específicamente para el enriquecimiento curricular, demostrando su potencial para integrar tecnología, creatividad y equidad en contextos escolares. El modelo Neurus.Zone se propone como un marco replicable para la innovación y las políticas educativas en países en desarrollo. [ABSTRACT FROM AUTHOR] |
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| Database: |
Education Research Complete |