Gamification Tools as a Learning Strategy in Virtual Classes in University Students: Elemental Education Major Case Study


Abstract:

This research work focuses on the use of gamification as strategy learning tool for university students of the Elemental Education Major of Universidad Técnica de Ambato. Several resources were applied within the classroom online for one semester as an alternative to traditional strategies in online education. Education has taken an abysmal turn as a result of the pandemic throughout this year, so that teachers and students had to adapt to new educational models, the educational model was the application of flipped classroom, also use of synchronous and asynchronous tools, and use of digital grading rubrics, video conferences Tools, and multimedia materials developed by teachers, among others. The authors applied ADDIE methodology to develop these tools which propose the generation of more effective resources in educational innovation. The statistic that was applied to test the hypothesis was Wilcoxon due to the fact it was an experimental-exploratory research. Finally, the results of this research allowed to identify the difference in the academic performance of the students when using resources based on gamification developed by the Professors, these results show that there is better attention to online classes when direct gamification tools are used. Thus, teachers promote better participation active when they use synchronous tools within online classes and not just common everyday tools.

Año de publicación:

2021

Keywords:

  • Gamification
  • higher education
  • ict
  • Learning
  • Serious Games

Fuente:

googlegoogle
scopusscopus

Tipo de documento:

Conference Object

Estado:

Acceso restringido

Áreas de conocimiento:

  • Tecnología educativa
  • Tecnología educativa

Áreas temáticas:

  • Escuelas y sus actividades; educación especial
  • Retórica y colecciones literarias
  • Funcionamiento de bibliotecas y archivos