Recognition of social and school interaction skills through games as an
inclusive education strategy in the communicative dimension for
primary education institutions
……………………………………
Reconocimiento de habilidades de interacción social y escolar a través del juego, como
estrategia de educación inclusiva en la dimensión comunicativa para instituciones de
educación primaria
Arias Gamboa Jurley Magaly
Rengifo Andrade Karen Jhoana
Lizcano Estupiñán Esperanza
ABSTRACT
Starting from the daily pedagogical work, this
research project was born from the lack of social
interaction, distraction and educational apathy that
was identified in the students of the Educational
Institution El Ramo, San Bernardo de Betulia
Santander, after the world pandemic by Covid - 19.
Therefore, the general objective was to recognize the
social and school interaction skills through play with
pedagogical playful workshops, based on the
communicative dimension in students of the fifth
grade of primary school; the methodology was
within the qualitative framework and the type of
research was based on Participatory Action
Research (PAR). Likewise, this study was based on
working the category of the communicative
dimension and the subcategories cognitive, creative,
innovation, interaction and problem solving;
therefore, 6 symbolic, rule and cooperative games
were selected in order to fulfill the objective. The
compliance with each indicator was verified by
means of a checklist. In conclusion, it is important
to implement ludic pedagogical strategies in the
educational context that generate an inclusive and
integral education, in order to strengthen the
communicative dimension.
Received: November 03, 2021
Approved: December 02, 2021
…………………………………….
Licenciada en Español y Literatura,
universidad industrial de Santander,
Bucaramanga, Colombia,
https://orcid.org/0000-0002-0939-200X,
jariasg1@ibero.edu.co, maestrante en
educación Corporación Universitaria
Iberoamericana.
Licenciada en Español y Literatura,
Universidad Tecnológica del Chocó “Diego
Luis Córdoba” Quibdó, Colombia
https://orcid.org/0000-0002-7726-6128,
kandrad2@ibero.edu.co, maestrante en
educación Corporación Universitaria
Iberoamericana.
Licenciada en Educación Básica con énfasis
en Matemáticas, Humanidades y Lengua
Castellana, Universidad pedagógica y
Tecnológica de Colombia “UPTC” Tunja,
Colombia https://orcid.org/0000-0002-
9204-5438, elizcano@ibero.edu.co,
maestrante en educación Corporación
Universitaria Iberoamericana.
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Keywords: Inclusive education, social and school
skills, pedagogical strategies, play.
RESUMEN
Partiendo desde el trabajo pedagógico cotidiano este
proyecto de investigación nació a partir de la falta de
interacción social, distracción y apatía educativa que
se identificó en los estudiantes de la Institución
Educativa El Ramo sede San Bernardo de Betulia
Santander, luego de la pandemia mundial por Covid
- 19. Por lo tanto, se planteó el objetivo general de
reconocer las habilidades de interacción social y
escolar a través del juego con talleres lúdico
pedagógicos, con base en la dimensión comunicativa
en los estudiantes del grado quinto de primaria; la
metodología estuvo dentro del marco cualitativo y el
tipo de investigación se basó en la Investigación
Acción Participativa (IAP). Así mismo, este estudio
tuvo como base trabajar la categoría de la dimensión
comunicativa y las subcategorías cognitiva, creativa,
innovación, interacción y resolución de problemas;
por ello, se seleccionaron 6 juegos de tipo simbólico,
de reglas y cooperativo, con el fin de dar
cumplimiento al objetivo trazado. Mediante la lista
de control o cotejo se verificó el cumplimiento de
cada indicador. Dando como conclusión la
importancia que tiene el implementar estrategias
lúdico pedagógicas en el contexto educativo que
generen una educación inclusiva e integral, para el
fortalecimiento de la dimensión comunicativa.
Palabras clave: Educación inclusiva, habilidades
sociales y escolares, estrategias pedagógicas, juego.
Introduction
With the development of this work, it was observed that through play, intelligence is
stimulated, allowing the child to create new connections where he/she is the one who
thinks, creates and solves; thus developing all his/her intellectual, motor and social
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aspects. The game is a tool that allowed to investigate, know and discover everything
that is needed to acquire skills and abilities in the evolution of the human being and to
strengthen the strategies of inclusion in the classroom. Through the game, knowledge
and knowledge were acquired, for this reason, the playful strategies in education
facilitated the development of knowledge in a natural and spontaneous way, this
premise allowed the teacher to observe the behavior of the students of the fifth grade
of the Educational Institution El Ramo, which range in age between 9 and 10 years;
taking into account that there is an education with a new school modality.
The El Ramo Educational Institution, San Bernardo de Betulia Santander, is located
in the San Bernardo neighborhood; the inhabitants of the sector that belong to this
institution are mostly from very low socio-economic strata, dedicated to agriculture
and livestock. The satellite internet signal is very weak, however, in few opportunities
there is a connection where students and teachers can resolve doubts and concerns
about the topics discussed in class. Therefore, an analysis of the environment was
made and according to the meetings held with parents it was possible to summarize
that students are characterized by maintaining a moral and economic dependence that
sometimes leads them to make small decisions for them, affecting the development of
interaction with others, this situation also occurs in the classroom where students
show a very low level of interaction; which focus daily on overcoming academic
obstacles leaving aside the importance of coexistence and sharing with others. This
problem has been evident for several years, as it is part of the social behavior that
characterizes the rural population of this municipality; due to the great distances
between farms and the little time available to develop integration and healthy
recreation activities.
The game is a source of opportunities for students of all ages, since it allows the
enhancement of learning concepts and motivates the processes of interaction in
primary, secondary and adult education. With the implementation of innovative
strategies, it could be evidenced that it is a method that allowed reinforcing concepts
in the different areas of knowledge, based on lived experiences through the use of
reading corners, dramatizations, interaction with the surrounding environment, board
games; among others, in order to awaken in them the interaction and cooperative
work.
For this reason, game strategies were sought that generated in the student the desire
to interact creating solid foundations, so that in the future he can strengthen his life
project, as a social and autonomous being. Through this research project, participatory
action was sought to implement strategies that help develop their skills through the
game and through the qualitative approach an analysis of the results of the line of
applied research was carried out, giving as a conclusion the positive impact of this in
the educational context.
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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
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dimension in the fifth grade students of the El Ramo Educational Institution in San
Bernardo de Betulia Santander, for which the steps of identifying social and
communicative skills in the teaching-learning process in the grade focused for study
were carried out, as a mechanism of inclusive education, to design a pedagogical
strategy that allows the improvement of social and communicative skills present in the
teaching-learning process from the intervention with the game and to analyze the role
of the game as a strategy for the development of social and communicative skills in
primary education communities.
Taking into account the participatory action research (PAR) design, which served as a
support for this study, since it was based on the action and participation of the
population through knowledge and action from the evaluation indicators, with the
purpose of providing a solution to the problem posed through knowledge, intervention
and resolution, in order to achieve the objective outlined. This proposal made use of
tools such as the diagnosis of the object of study, an intervention plan was designed
with the development of workshops based on social games, also including the final
stages of implementation and systematization of the information. All this
understanding the fundamental role of the participating agents of the problem,
allowing to reach the subject of study, which makes it possible to discover the findings,
analysis and finally the results.
The research was related to the series of skills that children must acquire as they
develop; personally, socially and culturally with their environment, in this way a
qualitative evaluation was made that evidenced the application of playful pedagogical
workshops, which gave answers and solutions to social and communicative individual
and cultural shortcomings of students, based on the research line of inclusive
education and its line of force the communicative dimension. Therefore, from the
study that was made of different international, national and local backgrounds, they
provided the basis for the implementation of this research project in the municipality
of Betulia Santander, in order to generate a positive impact on the rural community of
the village of San Bernardo through the development of playful activities that allowed
to recognize the social behavior in students and thanks to this, comprehensive and
innovative educational environments were generated for the formation of the being in
society.
This project was based on the theories of Piaget, Turing and Ausubel. First, according
to Piaget (1932, 1946, 1962, 1966), he proposed the development of cognitive stages
with the implementation of play activity, which develop parallel to the child's cognitive
structures; considering play as the opportunity to assimilate children's behavior and
their interaction with the surrounding environment. Therefore, this research project
was focused on the game of simple rules as characteristic of the Concrete Operations
Stage (7-12 years). And it was carried out the development of ludic-pedagogical
activities that allowed the realization of workshops based on games about concrete
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objects, games of simple rules, symbolic games and cooperative games in order to
recognize the social and school behavior of each one of them.
Addressing Turing, (2008). He proposed the possibility of a game he called "Imitation
Game", which allowed the interaction of human beings with machines, maintaining
the rules of the game; without specifying time limits or other restrictions. Cognitive
domains: in order to learn the functions of the brain and compare them with
computational models. 2. Technical domains: to learn about scientific-technical
processes and based on diagnostics. And 3. Formal domains: to provide solutions to
algorithmic or heuristic models, through games or theorem solving (Nebrija
University, 2021:6). On the other hand, following the contribution of Ausubel (1983),
he proposed that the student's learning starts from the previous cognitive structure
related to the new knowledge, corresponding to the concepts that an individual already
possesses; that is, from the student's own experiences and his environment, these
must be used for his benefit and thus reach a meaningful learning in a non-arbitrary
and substantial way starting from his cognitive structure as a drawing, graph or
experience (p.18).
Similarly, the technical and legal language was taken into account with respect to
pedagogical strategies, inclusive education, the communicative dimension, the game
in the educational context based on symbolic, rule-based and cooperative games, and
social skills. All of the above allowed the cognitive and social development of people,
since it aims to form in them behaviors to establish social relationships. This study was
based on Law 115 of 1994, General Law of Education, Resolution 2343 of 1996, which
established the guidelines from the dimension of human development as basic
elements in the curriculum of educational institutions for formal education and Decree
1421 of August 2017 where a pedagogical strategy was exposed in the educational
process as the Universal Design for Learning (DUA).
Materials and methods
This study was carried out within the parameters established in the qualitative
framework and the type of research was based on Participatory Action Research
(PAR). According to Lewin Kurt (1992), this type of research allows for a practical
stage to achieve progress and transformations in the communities. The data collected
are used to analyze the situations presented and make decisions towards collective
action. On the other hand, the contribution of ITSON, (2006), this approach sought
the participation of students in structured workshops analyzing their own realities,
promoting the social participation of those involved.
The population taken for this study were five (5) students of the fifth grade of primary
school of the Educational Institution El Ramo, San Bernardo de Betulia Santander,
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with ages between 9 and 11 years old. It was observed that the students had difficulty
communicating with their peers in different activities that involved engaging in
dialogues or carrying out conversations, since their attitude was passive towards the
different scheduled school activities. It is a new school, located in a rural area with a
cold climate, the inhabitants of the area are of medium-low socio-economic strata,
dedicated to agriculture, coffee cultivation and cattle raising.
Similarly, the implementation of this study was based on the research categories that
lead to the recognition of social and school interaction skills through play with playful
pedagogical workshops, based on the communicative dimension in fifth grade
students of the El Ramo Educational Institution in San Bernardo de Betulia Santander.
The communicative dimension was taken as a category and the subcategories
cognitive, creative, innovation, interaction and problem solving; each one of them with
their respective measurement indicators detailed in the checklists for each workshop
that was carried out.
According to B, B, (2005), this process consists of collecting information through
participant observation in the proposed activities, in order to obtain all the
information or events that can be used for the development of the project. Through
this instrument, information was obtained by listing the indicators achieved and the
difficulties encountered, with a rating scale of achieved and not achieved, for each
workshop conducted. According to Sampieri, C. (1998). The closed-response survey
was based on categories or alternatives of answers that were delimited, where the
subject was presented with possible answers. These were applied to the population
under study in order first to know the diagnosis of the population and then to verify
the progress made after the workshop session based on the game.
The attitude scale format allowed the evaluation of the attitudes held by the student,
through the analysis of acceptance or rejection of the proposed statements. It allowed
the evaluation of social and school interaction skills at the entrance and exit, and is
given as a complement to the survey applied. The field diary was used to record all the
details observed during the development of the workshops, which allowed the
interpretation of the actions carried out by the students in the recognition of their
social and school skills. And the logbook related the behaviors and attitudes of the
students in their daily chores, where the evidence found in the development of the
sequence of workshops and the progress and developments in the educational
environment were recorded.
The analysis of the information respected the ethical considerations of the research,
the data treatment and the analysis of the information was completed in each of the
instruments mentioned above, in order to carry out a concise and effective analysis of
the results, where each achievement or difficulty that was presented in the
development of this study was observed. The data were tabulated in the Microsoft
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Excel program, where each response collected in the process of implementing the
sequence of workshops was transcribed; likewise, the survey instruments and the
input and output attitude scale, respectively. Finally, the reflective critical analysis was
carried out, taking into account the research field diary with emphasis on the behavior
presented by the students in this study.
Results
The results of this research project were achieved from the information collected from
the five (5) students participating in the workshop session "Playing, I learn" which
were identified in a coded manner as student 1: female, 10 years old, student 2: female,
10 years old, student 3: female, 9 years old, student 4: male, 11 years old and student
5: male, 11 years old. This project was applied from April 26, 2022 until May 12 of the
same year; with an intensity of two workshops per week corresponding to Tuesdays
and Thursdays respectively and a duration of 2 hours per day.
Figure 1 details the information obtained from the application of the input attitude
scale,
Figure 1. Input attitude scale.
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With the analysis of the figure, it was observed that only 20% of the students paid
attention to their classmates when participating in class, the remaining 80%; do not
do so, this is due to the little interest aroused by the opinion of others in the classroom,
allowing to see individuality in the context. Forty percent of the students looked
attentively to the teacher when she gave directions and shared their materials with
their classmates, 60% did not show great interest in these items, which allowed
observing that they are weak in the ability to listen and share; reflecting a lack in the
cognitive and interaction subcategory, however, 80% of the students surveyed showed
good relationships with their peers, being scarce 20% that did not. Likewise, it was
evidenced that 100% of the students used the language correctly and accepted the
opinions of their peers, since they showed interest and participation in the activities
that were programmed in the group.
However, a great weakness was observed in aspects such as active participation in
class, where only 20% gave their opinions and 80% did not respond positively; 100%
of the students did not express themselves with confidence and only 20% made
contributions of ideas in the group work and 80% remained silent or on the sidelines
of the situation that arose. Likewise, only 40% valued their work and that of their
classmates, which reflects that 60% did not pay attention to this skill. This resulted in
the importance of recognizing social and school skills in this population to encourage
interaction with others and problem solving. After analyzing the results of the survey
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and the input attitude scale, the need to apply the workshop session "Playing, I learn"
was observed, in order to comply with the general objective of this research project.
After the entrance survey was applied, the workshop session was carried out with the
development of six symbolic, rule-based and cooperative games, in which the
integration of the fifth grade students was sought, and thanks to the indicators of each
checklist and checklist, the detailed analysis of achievements and difficulties that the
students had in each workshop was carried out. Consequently, Figure 2 shows the
results obtained in the exit attitude scale, with emphasis on the items that allowed
recognizing the social and school skills and their respective subcategory.
Figure 2. Exit attitude scale.
Comparing the results of the input attitude scale with the output attitude scale, it was
easy to identify the significant progress in the different items, where 100% of the
students were able to enhance the social and school skills to listen, share, speak in
public, take initiatives and face criticism; aimed at fulfilling the subcategories of
cognitive, creative, innovation, interaction and problem solving, in order to strengthen
the category in the communicative dimension. Similarly, the number of students who
actively participated in class, giving their opinions, increased to 60%; that is, 3 of the
5 students managed to improve in this aspect, since compared to the scale of attitudes
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at the beginning, 80% of the students did not do so. However, the same 40% of the
students shared their materials with their classmates, since this is a commitment they
bring from home, where their parents are zealous and instill in their children the care
and conservation of these elements.
With the reflective analysis of each instrument, it resulted that fifth grade students
recognized in a positive way their social and school interaction skills and the
importance of applying them in the educational and family context, in order to lead a
better coexistence.
Conclusion
Through the application of the input instruments such as the survey and the attitude
scale, it was possible to observe the scarce interaction among fifth grade students due
to poor communication, which affects social and school behavior in the educational
environment; therefore, it was essential to design a strategy that allowed overcoming
these shortcomings identified in this first step, in order to obtain meaningful learning
through playful activities.
After developing the sequence of workshops, it was observed the positive impact that
the execution of study projects aimed at strengthening the cognitive, creative,
innovation, interaction and cooperative work focused on solving problems through
games had on the educational environment; in order to make them transversal with
all areas of knowledge based on the students' previous knowledge. This was
undoubtedly an enriching experience, since the students considerably improved their
abilities to relate with others, act, analyze, create and transform their environments;
likewise, the importance of carrying out cooperative work in the fulfillment of common
objectives.
With this research project, the identification of social and communicative skills in the
educational context as a mechanism for inclusive education was achieved; based on
the diagnosis of the needs of the population and through the application of innovative
school strategies, the bonds of coexistence and cooperative work were strengthened in
the students of the fifth grade of the El Ramo Educational Institution.
The development of the workshop sequence "Playing, I learn", allowed the teacher to
interact with the students in a playful way, improving social and school skills through
play, achieving significant learning in the communicative dimension; therefore, this
type of activities fostered new learning models based on their own experiences and the
environment where they live.
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Through the analysis of experiences from the implementation of games in the
educational context, it resulted in the positive impact that these practices generated in
the students, since it allowed them to use their own resources and in a playful way to
solve a problem. Consequently, this study gave an answer to the problem question;
since it was recognized in the students of the fifth grade the social and school skills,
and through the game generating spaces to carry out an assertive communication and
an inclusive education.
As a recommendation, this experience was presented in the educational context in the
rural area and the importance of implementing ludic-pedagogical strategies through
games in the different curricular areas in order to awaken in the students the capacity
to learn and interact with classmates and teachers, to achieve a meaningful teaching
and learning process.
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