dc.contributor.advisor | FRANCO BAYAS MIGUEL ANDRÉS | |
dc.contributor.author | SOLÓRZANO UBILLA ROMINA JAILIN. | |
dc.contributor.author | VERA MONTERO MIXI SARAI. | |
dc.date.accessioned | 2024-04-22T21:19:13Z | |
dc.date.available | 2024-04-22T21:19:13Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | http://dspace.utb.edu.ec/handle/49000/16282 | |
dc.description | The central theme of this research is: Gamification and its influence on the learning of high school students in computer science at the Diez de Agosto Educational Unit, academic period October 2023 - March 2024. The objective was to determine how gamification influences the learning of third-year Computer Science high school students. The methodology is supported by the quantitative research model, because through this method information is collected through a survey directed at the students of the Diez de Agosto Educational Unit in the third year of the Computer Science baccalaureate, through a questionnaire of questions, international, national and local level; exploratory, because for the collection of information, a one-time survey was used in which third-year high school students in the area of computer science participated; descriptive, because the knowledge about the variables gamification, learning and the population investigated were one hundred and twenty third-year high school students. The conclusions reached were: that the use of gamification contributes to the learning of third-year Computer Science Baccalaureate students. The results of this work were that 75.3% of the third-year computer science high school students indicated that they agree that gamification is an innovation technique in educational settings while 24.70% of those surveyed selected that they are I totally agree with what was described above. | es_ES |
dc.description | The central theme of this research is: Gamification and its influence on the learning of high school students in computer science at the Diez de Agosto Educational Unit, academic period October 2023 - March 2024. The objective was to determine how gamification influences the learning of third-year Computer Science high school students. The methodology is supported by the quantitative research model, because through this method information is collected through a survey directed at the students of the Diez de Agosto Educational Unit in the third year of the Computer Science baccalaureate, through a questionnaire of questions, international, national and local level; exploratory, because for the collection of information, a one-time survey was used in which third-year high school students in the area of computer science participated; descriptive, because the knowledge about the variables gamification, learning and the population investigated were one hundred and twenty third-year high school students. The conclusions reached were: that the use of gamification contributes to the learning of third-year Computer Science Baccalaureate students. The results of this work were that 75.3% of the third-year computer science high school students indicated that they agree that gamification is an innovation technique in educational settings while 24.70% of those surveyed selected that they are I totally agree with what was described above. | es_ES |
dc.description.abstract | La presente investigación tiene como tema central: Gamificacion y su influencia en el aprendizaje de los estudiantes de bachillerato en informática de la Unidad Educativa Diez de agosto, periodo académico octubre 2023 – marzo 2024. El objetivo fue determinar como la gamificación influye en el aprendizaje de los estudiantes de tercero de bachillerato de Informática. La metodología está apoyada en el modelo de investigación cuantitativo, porque por medio de este método se recopila información a través de una encuesta dirigida a los estudiantes de la unidad Educativa Diez de Agosto de tercero de bachillerato de Informática, mediante un cuestionario de preguntas, a nivel internacional, nacional y local; exploratoria, porque para la recolección de información, se utilizó una encuesta por una sola vez en la cual participaron los estudiantes de tercero de bachillerato del area de informatica; descriptivo, debido a que se profundizó el conocimiento sobre las variables la gamificacion, el aprendizaje y la población investigada fueron ciento veinte estudiantes de tercero bachillerato. Las conclusiones a las que se llegaron fueron: que el uso de la gamificación contribuye al aprendizaje de los estudiantes de tercero de Bachillerato de informática. Los resultados de este trabajo fue que el 75.3% de los estudiantes de tercero de bachillerato de informática señalaron que ellos están de acuerdo que la gamificación es una técnica de innovación en los escenarios educativos mientras que el 24,70% de los encuestados seleccionaron que están totalmente de acuerdo en lo antes descrito. | 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-000037; | |
dc.rights | Atribución-NoComercial-SinDerivadas 3.0 Ecuador | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ec/ | * |
dc.subject | aprendizaje, gamificacion, informática, investigación, plataformas virtuales aprendizaje. | es_ES |
dc.subject.other | CIENCIAS EXPERIMENTALES INFORMÁTICA | es_ES |
dc.title | GAMIFICACION Y SU INFLUENCIA EN EL APRENDIZAJE DE LOS ESTUDIANTES DE BACHILLERATO EN INFORMÁTICA DE LA UNIDAD EDUCATIVA DIEZ DE AGOSTO, PERIODO ACADÉMICO OCTUBRE 2023 –MARZO 2024. | es_ES |
dc.type | bachelorThesis | es_ES |