Gamification as a strategy in collaborative learning against virtual education in times of pandemic


Abstract:

This research focuses on the use of gamification in collaborative learning, which means, implementing game-based activities in the virtual education of students from Educación General Básica. Gamification is a strategy that seeks to increase the motivation and creativity of students in academic environments, to obtain better results in their learning. Therefore, the objective of this research was to develop author resources based on gamification tools in the collaborative learning of students at Educación General Básica. Therefore, the type of research is experimental - analytical, since it allows to analyze the experiment applied in the study population through a pretest and posttest, the ADDIE model was used for the development of resources, which consists of creating experiences in the educational process to enhance skills in students. To determine the reliability of the instrument, Cronbach's alpha statistic was used with a value of 0.842. Furthermore, the tools used were Powtoon and Kahoot which are important resources for students to improve their knowledge in an innovative and creative way. The results of this research were optimal, the students give a positive response for the development of gamification tools within the classroom since those help them to learn an interactive and dynamic way.

Año de publicación:

2022

Keywords:

  • Education
  • Gamification
  • web 3.0 tools
  • Covid-19 pandemic
  • Virtual Education

Fuente:

scopusscopus
googlegoogle

Tipo de documento:

Conference Object

Estado:

Acceso restringido

Áreas de conocimiento:

  • Pedagogía
  • Pedagogía

Áreas temáticas:

  • Escuelas y sus actividades; educación especial