Inclusive pedagogical model based on UDL, project-based learning, gamification and artificial intelligence

Authors

DOI:

https://doi.org/10.70577/kdacyc23

Keywords:

Inclusive Education; Special Educational Needs; Universal Design For Learning; Project-Based Learning; Gamification; Artificial Intelligence.

Abstract

Contemporary inclusive education requires pedagogical models capable of addressing student diversity through flexible, accessible, and technology-supported learning environments. This study aimed to design and evaluate an inclusive pedagogical model integrating Universal Design for Learning (UDL), Project-Based Learning (PBL), gamification, and artificial intelligence to improve engagement and academic performance among students with special educational needs. A mixed-methods approach based on Design-Based Research was implemented with 120 students from public secondary schools in Ecuador. A quasi-experimental design with experimental and comparison groups was used. Data collection included pretest–posttest academic assessments, engagement scales, classroom observations, teacher interviews, and student focus groups. Quantitative data were analyzed using descriptive statistics and ANCOVA, while qualitative data were examined through thematic analysis. Findings revealed significant improvements in academic performance and school engagement in the experimental group compared to the control group (p < .001). A positive correlation between engagement and academic performance was also observed (r = .46). Qualitative evidence indicated that the model reduced learning barriers, enhanced student motivation, and promoted active participation, particularly among students with special educational needs. The integration of UDL, project-based learning, gamification, and artificial intelligence represents an effective pedagogical model for fostering inclusive, engaging, and adaptive learning environments.

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References

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Published

2026-03-20

How to Cite

Inclusive pedagogical model based on UDL, project-based learning, gamification and artificial intelligence. (2026). Innovación Integral, 3(1), 979-1004. https://doi.org/10.70577/kdacyc23

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