Preprint / Version 1

Strengthening critical competence in high school students in philosophy classes through a didactic strategy based on multiple intelligences and gamification

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DOI:

https://doi.org/10.1590/SciELOPreprints.16472

Keywords:

Multiple Intelligences, Gamification, Philosophy, Critical Competence

Abstract

This article presents a quasi-experimental research aimed at evaluating the effectiveness of a didactic strategy that integrates Gardner's theory of multiple intelligences and gamification principles through digital technologies, in strengthening the critical competence of eleventh grade students in the area of philosophy. Methodology. The intervention was developed in the Franciscan School of Viceroy Solis of Bucaramanga, Colombia, applying a quantitative pretest-posttest methodology without a control group. The predominant intelligences in the group were identified (spatial and kinetic-bodily), based on which three gamified sessions were designed centered on key philosophical contents: validity and truth, inferences and fallacies. Results. The results obtained show statistically significant improvements in critical competence, particularly in the cognitive and procedural dimensions. Conclusion. It is concluded that the didactic design based on multiple intelligences and gamification can represent an effective and motivating methodological alternative for the teaching of philosophy in secondary school.

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Author Biography

Victor Hugo Mendoza Santos, Industrial University of Santander

Philosopher from the Industrial University of Santander. Specialist in the application of ICT in education from the University of Santander. Master’s degree in digital technologies applied to education from the University of Santander. First-year doctoral student in philosophy at the Industrial University of Santander. His research focuses on topics related to education and philosophy, the philosophy of education, ethics, and the philosophy of science.

Submitted

06/10/2026

Posted

09/04/2026

How to Cite

Strengthening critical competence in high school students in philosophy classes through a didactic strategy based on multiple intelligences and gamification. (2026). In SciELO Preprints. https://doi.org/10.1590/SciELOPreprints.16472

Section

Human Sciences

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Data statement

  • The research data cannot be made publicly available

    • Data protection. The participants in the study agreed to allow their data to be used for this research and to be stored and protected by the University of Santander. Therefore, I am not authorized to make it available.