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 …
Año de publicación:
2021
Keywords:
Fuente:

Tipo de documento:
Other
Estado:
Acceso abierto
Áreas de conocimiento:
- Tecnología educativa
- Tecnología educativa
Áreas temáticas:
- Enseñanza primaria
- Escuelas y sus actividades; educación especial
- Métodos informáticos especiales