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Gamificación y su repercusión en el refuerzo académico en estudiantes de educación básica
dc.contributor.advisor | Marquínez Lory | |
dc.contributor.author | LLANLLAN SAENZ JOSELYN GISSELA | |
dc.contributor.author | ROSADO CORONEL DAYLIN CRISTINA | |
dc.date.accessioned | 2024-04-12T17:37:09Z | |
dc.date.available | 2024-04-12T17:37:09Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | http://dspace.utb.edu.ec/handle/49000/16129 | |
dc.description | La gamificación as a educational strategy aims to enhance the quality of learning through elements such as rewards, challenges, and narratives, integrating it with the use of video games in the educational process. Its objective is to make learning appealing, strengthen social interaction, promote collaborative skills, and address demotivation and low academic performance. Technology and games are effective tools to engage students, creating a dynamic environment aligned with modern educational trends. The research assesses the impact of gamification on academic performance, using indicators such as attendance and participation in academic activities. Gamification elements, such as dynamics and mechanics, are explored with specific examples. Platforms like Canva and Kahoot are considered in the analysis. The methodology combines observation, surveys, and interviews to gather qualitative and quantitative data. The acceptance of gamification stands out in the sixth grade A and B at Eugenio Espejo school, fostering better interaction and collaborative work. | es_ES |
dc.description | La gamificación as a educational strategy aims to enhance the quality of learning through elements such as rewards, challenges, and narratives, integrating it with the use of video games in the educational process. Its objective is to make learning appealing, strengthen social interaction, promote collaborative skills, and address demotivation and low academic performance. Technology and games are effective tools to engage students, creating a dynamic environment aligned with modern educational trends. The research assesses the impact of gamification on academic performance, using indicators such as attendance and participation in academic activities. Gamification elements, such as dynamics and mechanics, are explored with specific examples. Platforms like Canva and Kahoot are considered in the analysis. The methodology combines observation, surveys, and interviews to gather qualitative and quantitative data. The acceptance of gamification stands out in the sixth grade A and B at Eugenio Espejo school, fostering better interaction and collaborative work. | es_ES |
dc.description.abstract | La gamificación como estrategia educativa busca mejorar la calidad del aprendizaje mediante elementos como recompensas, desafíos y narrativas, conectándola con el uso de videojuegos en el proceso educativo. Su objetivo es hacer el aprendizaje atractivo, fortalecer la interacción social, fomentar habilidades colaborativas y resolver problemas, abordando la desmotivación y bajo rendimiento académico. La tecnología y juegos son herramientas eficaces para involucrar a los estudiantes, creando un entorno dinámico que se alinea con tendencias educativas modernas. La investigación evalúa el impacto de la gamificación en el rendimiento académico, utilizando indicadores como asistencia y participación en actividades académicas. Se exploran elementos de gamificación, como dinámicas y mecánicas, con ejemplos concretos. Plataformas como Canva y Kahoot se consideran en el análisis. La metodología combina observación, encuestas y entrevistas para recopilar datos cualitativos y cuantitativos. La aceptación de la gamificación se destaca en el sexto curso A y B de la escuela Eugenio Espejo, con mejor interacción y trabajo colaborativo. | es_ES |
dc.format.extent | 69p. | es_ES |
dc.language.iso | es | es_ES |
dc.publisher | Babahoyo | es_ES |
dc.relation.ispartofseries | TIC-UTB-FCJSE-EBAS-000071; | |
dc.rights | Atribución-NoComercial-SinDerivadas 3.0 Ecuador | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ec/ | * |
dc.subject | gamificación | es_ES |
dc.subject | refuerzo académico | es_ES |
dc.subject | estrategia didáctica | es_ES |
dc.subject.other | EDUCACIÓN Y DESARROLLO | es_ES |
dc.title | Gamificación y su repercusión en el refuerzo académico en estudiantes de educación básica | es_ES |
dc.type | bachelorThesis | es_ES |