Abstract:Learning concepts requires strategies that allow significant learning so that the said concept remains in the student's long-term memory. For this reason, strategies that avoid rote learning and promote the apprehension of concepts through the graphic representation of knowledge are necessary. This study pretends to identify if the gamification strategy through the GoConqr application enables learning concepts in Biology at the high school level. Methodologically, the analysis was from a quantitative perspecti… Show more
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