Modelo Neurus.Zone: Enriquecimiento Curricular Gamificado para el Aprendizaje Personalizado.
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| Title: | Modelo Neurus.Zone: Enriquecimiento Curricular Gamificado para el Aprendizaje Personalizado. |
|---|---|
| Alternate Title: | Neurus.Zone Model: Gamified Curriculum Enrichment for Personalized Learning. |
| Authors: | Fiorot Junior, José Angelo1 fiorot.jr@unesp.br, Rondini, Carina Alexandra2 carina.rondini@unesp.br |
| Source: | Comunicar. Apr2026, Vol. 34 Issue 85, p254-267. 14p. |
| Subject Terms: | *Gamification, *Educational equalization, *Individualized instruction, *Academic achievement, *Academic improvement, *Educational technology, *Mobile learning |
| Geographic Terms: | Brazil |
| Abstract (English): | Although digital gamification has been widely discussed in educational research, few studies have actually developed and empirically tested tools designed specifically for curriculum enrichment. This study introduces and evaluate Neurus. Zone, an original mobile application created to promote personalized and equitable learning experiences through gamified curriculum enrichment. A quasi-experimental design was conducted with 24 ninth-grade students from public and private schools in Brazil, assessing creativity (Children's Figurative Creativity Test), academic performance, and participants' perceptions. The findings revealed significant improvements in creativity (p < 0.01; d > 0.8) and academic performance (p < 0.01) among the experimental groups, with more substantial gains observed among public-school students, suggesting a reduction in educational disparities. Beyond the statistical evidence, Neurus. Zone enhanced students' motivation, autonomy, and engagement, aligning with the principles of Brazil's National Common Curriculum (BNCC). This research provides the first empirical validation of an mobile app specifically designed for curriculum enrichment, demonstrating how technology can effectively integrate creativity and equity within school settings. The Neurus.Zone model offers a replicable framework for educational innovation and policy development in emerging contexts. [ABSTRACT FROM AUTHOR] |
| Abstract (Spanish): | Aunque la gamificación digital ha sido ampliamente explorada en la investigación educativa, aún no existen estudios que diseñen y validen empíricamente herramientas específicas destinadas al enriquecimiento curricular. Este artículo presenta y evalúa Neurus.Zone, una aplicación móvil original creada para promover experiencias de aprendizaje personalizadas y equitativas mediante el enriquecimiento curricular gamificado. Se utilizó un diseño cuasiexperimental con 24 estudiantes de noveno grado de escuelas públicas y privadas brasileñas, evaluando la creatividad (Test de Creatividad Figural Infantil), el rendimiento académico y la percepción de los participantes. Se encontraron mejoras significativas en creatividad (p<0,01; d>0,8) y rendimiento académico (p<0,01) en los grupos experimentales, con avances más acentuados entre los estudiantes de la escuela pública, lo que indica una reducción de desigualdades educativas. Más allá de los resultados estadísticos, Neurus.Zone fomentó la motivación, la autonomía y el compromiso del alumnado, en consonancia con los principios de la Base Nacional Común Curricular (BNCC) brasileña. Este estudio llena una laguna en la literatura al ofrecer la primera validación empírica de una aplicación móvil diseñada específicamente para el enriquecimiento curricular, demostrando su potencial para integrar tecnología, creatividad y equidad en contextos escolares. El modelo Neurus.Zone se propone como un marco replicable para la innovación y las políticas educativas en países en desarrollo. [ABSTRACT FROM AUTHOR] |
| Copyright of Comunicar is the property of Oxbridge Publishing House and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 193720789 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Modelo Neurus.Zone: Enriquecimiento Curricular Gamificado para el Aprendizaje Personalizado. – Name: TitleAlt Label: Alternate Title Group: TiAlt Data: Neurus.Zone Model: Gamified Curriculum Enrichment for Personalized Learning. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Fiorot+Junior%2C+José+Angelo%22">Fiorot Junior, José Angelo</searchLink><relatesTo>1</relatesTo><i> fiorot.jr@unesp.br</i><br /><searchLink fieldCode="AR" term="%22Rondini%2C+Carina+Alexandra%22">Rondini, Carina Alexandra</searchLink><relatesTo>2</relatesTo><i> carina.rondini@unesp.br</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Comunicar%22">Comunicar</searchLink>. Apr2026, Vol. 34 Issue 85, p254-267. 14p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+equalization%22">Educational equalization</searchLink><br />*<searchLink fieldCode="DE" term="%22Individualized+instruction%22">Individualized instruction</searchLink><br />*<searchLink fieldCode="DE" term="%22Academic+achievement%22">Academic achievement</searchLink><br />*<searchLink fieldCode="DE" term="%22Academic+improvement%22">Academic improvement</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+technology%22">Educational technology</searchLink><br />*<searchLink fieldCode="DE" term="%22Mobile+learning%22">Mobile learning</searchLink> – Name: SubjectGeographic Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Brazil%22">Brazil</searchLink> – Name: Abstract Label: Abstract (English) Group: Ab Data: Although digital gamification has been widely discussed in educational research, few studies have actually developed and empirically tested tools designed specifically for curriculum enrichment. This study introduces and evaluate Neurus. Zone, an original mobile application created to promote personalized and equitable learning experiences through gamified curriculum enrichment. A quasi-experimental design was conducted with 24 ninth-grade students from public and private schools in Brazil, assessing creativity (Children's Figurative Creativity Test), academic performance, and participants' perceptions. The findings revealed significant improvements in creativity (p < 0.01; d > 0.8) and academic performance (p < 0.01) among the experimental groups, with more substantial gains observed among public-school students, suggesting a reduction in educational disparities. Beyond the statistical evidence, Neurus. Zone enhanced students' motivation, autonomy, and engagement, aligning with the principles of Brazil's National Common Curriculum (BNCC). This research provides the first empirical validation of an mobile app specifically designed for curriculum enrichment, demonstrating how technology can effectively integrate creativity and equity within school settings. The Neurus.Zone model offers a replicable framework for educational innovation and policy development in emerging contexts. [ABSTRACT FROM AUTHOR] – Name: Abstract Label: Abstract (Spanish) Group: Ab Data: Aunque la gamificación digital ha sido ampliamente explorada en la investigación educativa, aún no existen estudios que diseñen y validen empíricamente herramientas específicas destinadas al enriquecimiento curricular. Este artículo presenta y evalúa Neurus.Zone, una aplicación móvil original creada para promover experiencias de aprendizaje personalizadas y equitativas mediante el enriquecimiento curricular gamificado. Se utilizó un diseño cuasiexperimental con 24 estudiantes de noveno grado de escuelas públicas y privadas brasileñas, evaluando la creatividad (Test de Creatividad Figural Infantil), el rendimiento académico y la percepción de los participantes. Se encontraron mejoras significativas en creatividad (p<0,01; d>0,8) y rendimiento académico (p<0,01) en los grupos experimentales, con avances más acentuados entre los estudiantes de la escuela pública, lo que indica una reducción de desigualdades educativas. Más allá de los resultados estadísticos, Neurus.Zone fomentó la motivación, la autonomía y el compromiso del alumnado, en consonancia con los principios de la Base Nacional Común Curricular (BNCC) brasileña. Este estudio llena una laguna en la literatura al ofrecer la primera validación empírica de una aplicación móvil diseñada específicamente para el enriquecimiento curricular, demostrando su potencial para integrar tecnología, creatividad y equidad en contextos escolares. El modelo Neurus.Zone se propone como un marco replicable para la innovación y las políticas educativas en países en desarrollo. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Comunicar is the property of Oxbridge Publishing House and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.5281/zenodo.19691330 Languages: – Code: spa Text: Spanish PhysicalDescription: Pagination: PageCount: 14 StartPage: 254 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Educational equalization Type: general – SubjectFull: Individualized instruction Type: general – SubjectFull: Academic achievement Type: general – SubjectFull: Academic improvement Type: general – SubjectFull: Educational technology Type: general – SubjectFull: Mobile learning Type: general – SubjectFull: Brazil Type: general Titles: – TitleFull: Modelo Neurus.Zone: Enriquecimiento Curricular Gamificado para el Aprendizaje Personalizado. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Fiorot Junior, José Angelo – PersonEntity: Name: NameFull: Rondini, Carina Alexandra IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Text: Apr2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 11343478 Numbering: – Type: volume Value: 34 – Type: issue Value: 85 Titles: – TitleFull: Comunicar Type: main |
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