This research was carried out with children of the initial level of 3 years. It was based on the importance of including gamification in the teaching-learning process through a mobile application. The general objective of this research is to carry out an analysis of the impact of this educative strategy in the teaching-learning process of the human body, which was carried out in four sections and worked with two groups, one control and one experimental. It began with the application of a pre-test with the two groups to determine the mastery of knowledge that children had on this subject, being similar the results. After the intervention, a post-test was applied to the two groups. It was obtained as a result that the experimental group obtained a better academic performance, concluding that when working with a technological tool as part of an educative strategy, the learning process is significant.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.