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<journal-id journal-id-type="publisher">global-journal-of-human-social-science-g-linguistics-education</journal-id>
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<journal-title>Global Journal of Human-Social Science - G: Linguistics &amp; Education</journal-title>
</journal-title-group>
<issn publication-format="print">0975-587X</issn>
<issn publication-format="electronic">2249-460X</issn>
<publisher><publisher-name>Global Journals Publishing Group Incorporated</publisher-name></publisher>
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<article-id pub-id-type="publisher-id">63114</article-id>
<title-group>
<article-title>Gamification or Gaming Techniques Applied to Pedagogy Foundations of the Cognitive Neuroscience Applied to the Education</article-title>
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<contrib-group>
<contrib contrib-type="author"><name><surname>Nabar</surname><given-names>Martin J. Mazzoglio y</given-names></name><xref ref-type="aff" rid="aff1" />
</contrib>
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<aff id="aff1">ARGENTINA, Buenos Aires University</aff>
<pub-date publication-format="electronic" date-type="pub" iso-8601-date="2018-01-15">
<day>15</day>
<month>01</month>
<year>2018</year>
</pub-date>
<volume>18</volume>
<issue>G2</issue>
<fpage>9</fpage>
<lpage>13</lpage>
<abstract><p>The game, in addition to a ludic activity, has didactic applications in different stages of the learning process of a subject. The game has components and pedagogic, cultural, social, emotional, and neurocognitive significances which position it as an educational resource of excellence when designing teaching strategies. The aim of this article was to describe the foundations of the gamification applied to teaching from the perspective of the cognitive neuroscience, with a focus in the recent developments which provide the studies of neuroimages and neurophysiology, and its utilization in the classroom environment.</p></abstract>
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<p>The game, in addition to a ludic activity, has didactic applications in different stages of the learning process of a subject. The game has components and pedagogic, cultural, social, emotional, and neurocognitive significances which position it as an educational resource of excellence when designing teaching strategies. The aim of this article was to describe the foundations of the gamification applied to teaching from the perspective of the cognitive neuroscience, with a focus in the recent developments which provide the studies of neuroimages and neurophysiology, and its utilization in the classroom environment.</p>
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