dc.contributor.advisor | Romero Jacome, Freddy Antonio | |
dc.contributor.author | Miranda Zambrano, Emely de los Ángeles | |
dc.date.accessioned | 2023-12-07T16:01:15Z | |
dc.date.available | 2023-12-07T16:01:15Z | |
dc.date.issued | 2023 | |
dc.identifier.uri | http://dspace.utb.edu.ec/handle/49000/15489 | |
dc.description | The case study was carried out at the Francisco Huerta Rendón Educational Unit with the objective of analyzing gamification and its influence on the learning process in children in initial education of sublevel II. The methodology used was: qualitative approach, field and documentary research, interview and observation technique with their respective instruments, which were directed to a sample of 30 students and 2 teachers from Sublevel 2 of the educational unit. The results were: the majority of students observed rarely participate in gamification activities frequently during classes, they feel motivated to learn cooperatively, they have fun during the application of gamification activities, and they are able to contribute with ideas. to finish the proposed activity. Furthermore, teachers have weak knowledge regarding the use of gamification as methodological learning strategies; The gamification tools they use the most are Genially and Cerebriti. As conclusions, gamification is an innovative methodological strategy that includes the application of the game within academic activities, to ensure that students acquire skills, abilities and knowledge, through training methodologies that use play to make the teaching-learning process be more fun. The most used gamification activities are creating content such as infographics and interactive presentations, and using an application that allows creating recreational activities. | es_ES |
dc.description | The case study was carried out at the Francisco Huerta Rendón Educational Unit with the objective of analyzing gamification and its influence on the learning process in children in initial education of sublevel II. The methodology used was: qualitative approach, field and documentary research, interview and observation technique with their respective instruments, which were directed to a sample of 30 students and 2 teachers from Sublevel 2 of the educational unit. The results were: the majority of students observed rarely participate in gamification activities frequently during classes, they feel motivated to learn cooperatively, they have fun during the application of gamification activities, and they are able to contribute with ideas. to finish the proposed activity. Furthermore, teachers have weak knowledge regarding the use of gamification as methodological learning strategies; The gamification tools they use the most are Genially and Cerebriti. As conclusions, gamification is an innovative methodological strategy that includes the application of the game within academic activities, to ensure that students acquire skills, abilities and knowledge, through training methodologies that use play to make the teaching-learning process be more fun. The most used gamification activities are creating content such as infographics and interactive presentations, and using an application that allows creating recreational activities. | es_ES |
dc.description.abstract | El estudio de caso se realizó en la Unidad Educativa Francisco Huerta Rendón con el objetivo de analizar la gamificación y su influencia en el proceso de aprendizaje en los niños de educación inicial del subnivel II. La metodología empleada fue: enfoque cualitativo, investigación de campo y documental, técnica de entrevista y observación con sus respectivos instrumentos, los cuales fueron dirigidos a una muestra de 30 educandos y 2 docentes de Subnivel 2 de la unidad educativa. Los resultados fueron: la mayoría de estudiantes observados pocas veces participan de las actividades de gamificación de manera frecuente durante las clases, se sienten motivados por aprender de manera cooperativa, se divierten durante la aplicación de actividades de gamificación, y son capaces de aportar con ideas para terminar la actividad propuesta. Además, los docentes poseen un endeble conocimiento respecto al uso de la gamificación como estrategias metodológicas de aprendizaje; las herramientas de gamificación que más utilizan son Genially y cerebriti. Como conclusiones, la gamificación es una estrategia metodológica innovadora que incluye la aplicación del juego dentro de las actividades académicas, para lograr que los estudiantes adquieran habilidades, destrezas y conocimientos, mediante metodologías formativas que utilizan la lúdica para hacer que el proceso de enseñanza-aprendizaje sea más divertido. Las actividades de gamificación que más utilizadas son crear contenidos como infografías y presentaciones interactivas, y uso de una aplicación que permite crear actividades lúdicas. | es_ES |
dc.format.extent | 38 p. | es_ES |
dc.language.iso | es | es_ES |
dc.publisher | BABAHOYO: UTB, 2023 | es_ES |
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 | Estrategias metodológicas | es_ES |
dc.subject | Técnicas de gamificación | es_ES |
dc.subject | Proceso de enseñanza aprendizaje | es_ES |
dc.title | Gamificación y su influencia en el proceso de aprendizaje en los niños de educación inicial del subnivel II de la Unidad Educativa Francisco Huerta Rendón | es_ES |
dc.type | bachelorThesis | es_ES |