Publication Outline
Topic
The article's topic is the advantages of gamification in the teaching and learning process of mathematics at the Pre-kindergarten level.
Brief introduction to the article
Gamification has entered the educational field as a fantastic tool to improve children's learning for some years now. The use of these technological tools and games in the educational process in pre-kindergarten is attractive for children. It offers significant benefits for their cognitive development in the different teaching areas, emotional and social. Would you like to learn about the advantages of gamification in the teaching and learning process of mathematics in prekindergarten? Let's go!
Plan to submit the article
To publish my article, I would like to use:
Submission Guidelines
Send an email to GUESTBLOG at EDUTOPIA (dot) ORG with “Guest Blog: [Proposed Post Title]” in the subject line, and be sure to include the following information:
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A few sentences describing your proposed article and a detailed outline or description (the finished article will be around 850–1,000 words)
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Links to any multimedia you plan to include
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A few words about the intended target audience for your article (e.g., high school math teachers, administrators, instructional coaches, etc.)
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A roughly 80-word bio with details about your role in education, including your current job
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Three to five links to other pieces (if any) you’ve written, particularly for academic publications
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Full disclosure of any commercial interest in any products or services mentioned
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Your X (formerly Twitter) handle, if you have one
Please note: We accept only original submissions. If your post has appeared elsewhere, we will not accept it.
2. EdSurge
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Have a draft already?
Please submit your draft to voices@edsurge.com. Aim to keep your essay under 1,200 words and please include relevant links to sources (in the body) as evidence for your points and any photographs, videos, charts or graphics that help tell your story. In addition, please include a brief bio, links to your work and a photo of yourself.
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3. ISTE Blog
Submission Guidelines
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Send your article along with a short bio as a Word file or Google Doc to submissions@iste.org.
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Allow 60 days for a response.
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Submitting a post does not guarantee publication. We reserve the right to decline an article at any point even if we've already conditionally accepted it.
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If you have photos, graphics or video that illustrate your article, send them our way and we’ll consider them!
If you’d like a little help developing your article, submit a query to submissions@iste.org. Briefly describe the article you want to write and why our audience will love it. Let us know the tool, technology or technique you want to write about, its primary impact on learning or teaching, and how your topic addresses the ISTE Standards.
The connection between the Innovation Plan and Article
There is a strong connection between the article and my innovation plan since the idea of both is focused on the use of gamified games to strengthen the teaching-learning process in pre-kindergarten, taking into consideration the fact of having fun while learning and developing meaningful and lasting learning skills, in addition, where motivation, cognitive and social skills, and a positive attitude towards mathematics prevail from the first years of schooling.
How can this information help others?
The advantages of gamification in the teaching and learning process will help all those involved in the educational act to innovate with this innovative technological tool by providing ideas for the creation of meaningful learning spaces, where teaching methods and personalization of learning contribute to improvements in the quality of education, adapted to the interests and needs of our children of the century in which we live at an early age, taking advantage of the potential of the implementation of the game in the educational field.
Lessons learned or hoped to learn
In this article, you will learn a little more about the benefits of gamification and its application in the classroom, as well as some digital resources, where students will be able to apply the principles of the COVA method in their learning process, facilitating the process of consolidating knowledge and changing from a traditional educational model to the academic model of the historical moment we are living in such a way that it contributes to improving the quality of the educational system and maximizing results.
Digital resources will be included in my article
I will include the following digital resources:
Smart boards, iPads, Chrome, and apps such as Kahoo, which behaves like a game, rewarding those who make progress in the answers with a higher score that takes them to the top of the ranking; Boomcard interactive digital cards to review and learn content and where you accumulate points; ABC mouse interactive activities, games and virtual prizes that motivate children to learn; Dino Math world interactive application for learning mathematics in an attractive and fun way; BrainPOPJr: It has animated videos, games, and gamified activities on numbering, basic operations, and solving simple problems; and ClassDojo allows you to assign points, badges, and virtual rewards for completing mathematical activities and, in this way, encourages motivation and learning through play.
Think about your audience, digital presence, and the message you hope to communicate.
My audience will be educators, school administrators, parents, and people interested in applying technological tools in the educational field. The message in the article is the following: I will emphasize how gamification is an amazing learning tool that can transform the way children learn mathematics in prekindergarten, moving from a traditional way to an interactive and stimulating one. I will show them the different advantages of creating a meaningful educational environment and innovating methodologies for teaching mathematics at the initial level.
Brief conclusion to the article
The pre-kindergarten stage is crucial to begin developing a child's future, and it is a period where the emphasis of learning is on play. In this sense, because technology is everywhere, through gamification and technology today, this game-childhood confluence can be maximized to obtain better results. From this perspective, video games and technological applications being a resource that attracts the attention of the enormous majority, using gamification as a didactic, innovative, and creative resource for children from three to five years old will make learning mathematics more meaningful, fostering an environment of dynamic learning, the comprehensive development of children is stimulated and a positive attitude towards learning is fostered, laying the foundations for a successful educational future.
References
EdSurge. (n.d).Submission Guidelines.https://www.edsurge.com/submission- guidelines#:~:text=Please%20submit%20your%20draft%20to,that%20help%20tell%20your%20story.
Edutopia.(n.d) Your Turn: Write for Us.https://www.edutopia.org/about/your-turn-write-us
ISTE. (2024).Blog Post Submission Guidelines - ISTE. https://iste.org/blog-post-submission-guidelines
Musallam, R. (2013, April). 3 Rules to Spark Learning. Youtube. TED. http://www.ted.com/talks/ramsey_musallam_3_rules_to_spark_learning
Robinson, K. (2010, October). RSA Animate: Changing Education Paradigms. Youtube. TED. https://www.ted.com/talks/ken_robinson_changing_education_paradigms