
La revista investigación, desarrollo educación, servicio, trabajo
Vol 2 – No 2 July - December 2022 e-ISSN 2745-1194 Pag 135-148
The problem that was evidenced was that students spend most of their free time using
technology either on their cell phones or on television and even more so with the event
that the whole world went through due to the Covid-19 pandemic; leading all
communities to interact through virtual platforms, including education. This situation
generated a negative impact on students, as it made them withdrawn, passive and with
an unfriendly attitude in socializing with other classmates; therefore, upon returning
to the academic presence they returned with large gaps in knowledge and likewise in
the management of soft skills such as assertive communication, cooperative work with
peers, where students find it difficult to interact and participate in class, causing
isolation and distraction in the development of scheduled activities.
According to UNICEF, (2018). Recognized five phases that were presented as obstacles
in the implementation of the game in educational programs, in the first place, there
was the little appreciation given to the game as a basis for acquiring academic
knowledge, since the traditional thing is the learning of concepts by heart. The second
phase was the disbelief of the educational community and parents regarding the
pedagogical strategy, considering that it does not promote true learning. A third phase
focused on the fact that the curricular standards did not take into account the game as
an evaluation method in the curriculum. As a fourth phase, the obstacle was found to
be the scarce training and provision of support material to teachers with emphasis on
the implementation of the game as an educational strategy, due to the little experience
in the application of this type of activities in the school. And finally, the fifth phase
presented an obstacle due to the large groups in the schools; causing chaos in the
implementation of the game in the educational environment (p. 14-15).
According to Milicic, Alcalay, Berger and Álamos, (2013). From the national level and
according to studies conducted, it could be deduced that students with weak social
skills present greater difficulty in socialization with peers and teachers, which is why
they are difficult to behave and have low academic performance. However, Farkas,
Vallotton, Strasser, Santelices and Himmel, (2017); Cáceres, Granada and Pomés,
(2018). Through play, these difficulties can be overcome and cognitive development,
communication, social and cultural environment can be improved; likewise social
skills where there is the participation of their family and community. From the local
point of view, in the Educational Institution El Ramo, this problem has been evidenced
this year 2022, due to the return to the classroom and after such a long period of
pandemic, the students returned with a high degree of apathy and laziness in
complying with the class schedule and little socialization with the teacher and other
classmates. Therefore, the following question was posed: How to recognize social and
school interaction skills through games as a strategy for inclusive education in the
communicative dimension, for primary education institutions?
The objective of this research was to recognize the social and school interaction skills
through play with playful pedagogical workshops, based on the communicative