dc.contributor.advisor | GUEVARA ESPINOZA JUAN CARLOS | |
dc.contributor.author | MARTINEZ ARBELAI LADY GUADALUPE | |
dc.contributor.author | SANTANA SUAREZ SANDY SABINA | |
dc.date.accessioned | 2024-04-22T16:19:13Z | |
dc.date.available | 2024-04-22T16:19:13Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | http://dspace.utb.edu.ec/handle/49000/16271 | |
dc.description | The use of the gamification technique has made it possible to generate in students a commitment to learning in a fun way thanks to the motivation generated by using games in non-playful contexts, allowing them to develop skills and improve their academic performance, enriching their student competencies. This type of technique takes advantage of the natural predisposition that human beings have towards games and competitions, establishing a close relationship in dynamic and attractive activities, promoting intrinsic motivation.
The general objective of this research is to determine the influence of gamification on the learning process of high school students in computer science at the August 29 educational unit. A descriptive level was used to help point out certain characteristics of the study. use of the mixed approach, which the qualitative method allowed us to obtain data necessary for the investigation and the quantitative approach for the collection of data from the respondents, the technique is documentary type because it allowed the collection of certified information and the data collection technique was The survey was based on 11 closed questions with the Likert scale aimed at students. With the data obtained, it was concluded that the use of the gamfication technique significantly influences the learning of the students of the 29 of August Educational Unit. | es_ES |
dc.description | The use of the gamification technique has made it possible to generate in students a commitment to learning in a fun way thanks to the motivation generated by using games in non-playful contexts, allowing them to develop skills and improve their academic performance, enriching their student competencies. This type of technique takes advantage of the natural predisposition that human beings have towards games and competitions, establishing a close relationship in dynamic and attractive activities, promoting intrinsic motivation.
The general objective of this research is to determine the influence of gamification on the learning process of high school students in computer science at the August 29 educational unit. A descriptive level was used to help point out certain characteristics of the study. use of the mixed approach, which the qualitative method allowed us to obtain data necessary for the investigation and the quantitative approach for the collection of data from the respondents, the technique is documentary type because it allowed the collection of certified information and the data collection technique was The survey was based on 11 closed questions with the Likert scale aimed at students. With the data obtained, it was concluded that the use of the gamfication technique significantly influences the learning of the students of the 29 of August Educational Unit. | es_ES |
dc.description.abstract | El uso de la técnica de la gamificación ha permitido generar en los estudiantes compromiso por aprender de una forma divertida gracias a la motivación que genera al utilizar los juegos en contextos no lúdicos, permitiendo desarrollar destrezas y mejoras en su desempeño académico enriqueciendo sus competencias estudiantiles. Este tipo de técnica aprovecha la predisposición natural que tiene el ser humano hacia los juegos y las competencias estableciendo una relación estrecha en actividades dinámicas y atractivas fomentando la motivación intrínseca.
La presente investigación tiene como objetivo general determinar la influencia de la gamificación en el proceso de aprendizaje de los estudiantes de bachillerato en informática de la unidad educativa 29 de agosto, se utilizó un nivel descriptivo para ayudar a puntualizar ciertas características del estudio, también se utilizó uso del enfoque mixto, el cual el método cualitativo nos permitió conocer datos necesario para la investigación y el enfoque cuantitativo para la recolección de datos de los encuestados, la técnica es de tipo documental porque permitió recopilar información certificada y la técnica de recolección de datos fue la encuesta en base a 11 preguntas cerrada con la escala de Likert dirigida a estudiantes. Con los datos obtenidos se llegó a la conclusión que el uso de la técnica de gamificacion influye notablemente en el aprendizaje de los estudiantes de la Unidad Educativa 29 de agosto. | es_ES |
dc.format.extent | 73p. | es_ES |
dc.language.iso | es | es_ES |
dc.publisher | BABAHOYO | es_ES |
dc.relation.ispartofseries | TIC-UTB-FCJSE-PCEI-000030; | |
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 | herramientas | es_ES |
dc.subject | aprendizaje | es_ES |
dc.subject.other | PEDAGOGIA DE LAS CIENCIAS EXPERIMENTALES INFORMATICAS | es_ES |
dc.title | GAMIFICACIÓN Y SU INFLUENCIA EN EL APRENDIZAJE DE LOS ESTUDIANTES DE BACHILLERATO EN INFORMÁTICA DE LA UNIDAD EDUCATIVA 29 DE AGOSTO, PERIODO ACADÉMICO OCTUBRE 2023 - MARZO 2024 | es_ES |
dc.type | bachelorThesis | es_ES |