dc.contributor.advisor | Castillo Zuñiga, Victor Javier | |
dc.contributor.author | Zumba Game, Priscila Isabel | |
dc.date.accessioned | 2024-05-14T16:18:25Z | |
dc.date.available | 2024-05-14T16:18:25Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | http://dspace.utb.edu.ec/handle/49000/16404 | |
dc.description | It is recognized in the literature that gamification is a tool that promotes collaborative learning, is motivating for student learning, and develops their creativity and investigative skills. The objective was to develop a system of activities that implemented gamification with the support of Information and Communications Technologies. It was applied to a seventh grade group of Basic Education, in a school with reproductive teaching, motivation levels and low academic results. The starting point was the application of theoreTical research methods that allowed existing knowledge to be systematized and good pracTices taken (design of the system of activities and construction of the survey). Tests were applied to prove the validity and reliability of the instrument (Coefficient of Cronbach's Alpha, Shapiro Wilk), correlation (Rho Sperman) and fulfillment of the hypothesis (Chi Square) all with the support of the SSPS V25 software. A system of activities was proposed through gamification as a contribution to motivation and academic performance of the students and positive results were obtained in the students' assessment of their lived experience, motivation, learning and capacity for innovation. | es_ES |
dc.description | It is recognized in the literature that gamification is a tool that promotes collaborative learning, is motivating for student learning, and develops their creativity and investigative skills. The objective was to develop a system of activities that implemented gamification with the support of Information and Communications Technologies. It was applied to a seventh grade group of Basic Education, in a school with reproductive teaching, motivation levels and low academic results. The starting point was the application of theoreTical research methods that allowed existing knowledge to be systematized and good pracTices taken (design of the system of activities and construction of the survey). Tests were applied to prove the validity and reliability of the instrument (Coefficient of Cronbach's Alpha, Shapiro Wilk), correlation (Rho Sperman) and fulfillment of the hypothesis (Chi Square) all with the support of the SSPS V25 software. A system of activities was proposed through gamification as a contribution to motivation and academic performance of the students and positive results were obtained in the students' assessment of their lived experience, motivation, learning and capacity for innovation. | es_ES |
dc.description.abstract | Se reconoce en la literatura que la gamificación resulta una herramienta que fomenta el aprendizaje de forma colaborativo, es motivadora para el aprendizaje de los estudiantes, desarrolla su creatividad y las habilidades investigativas. Como objetivo se desarrolló un sistema de actividades que implementó la gamificación con el apoyo de las Tecnologías de la Información y las Comunicaciones. Se aplicó a un grupo de séptimo grado de Educación Básica, en una escuela con una enseñanza reproductiva, niveles de motivación y resultados académicos bajos. Se partió de la aplicación de métodos teóricos de investigación que permitieron sistematizar el conocimiento existente y tomar las buenas prácticas (diseño del sistema de actividades y construcción de la encuesta=. Se aplicaron las pruebas para probar la validez y la fiabilidad del instrumento (Coeficiente de Alpha de Cronbach, Shapiro Wilk), correlación (Rho Sperman) y el cumplimiento de la hipótesis (Chi Cuadrado) todo con el apoyo del software SSPS V25. Se propuso un sistema de actividades a través de la gamificación como contribución a la motivación y al rendimiento académico de los estudiantes y se obtuvieron resultados positivos en la valoración de los estudiantes en la experiencia vivida, en la motivación, el aprendizaje y la capacidad de innovación. | es_ES |
dc.format.extent | 17 p. | es_ES |
dc.language.iso | es | es_ES |
dc.publisher | BABAHOYO: UTB, 2024 | 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 | Tecnología de la Información y las Comunicaciones | es_ES |
dc.subject | Sistema de actividades | es_ES |
dc.title | La gamificación y su aplicación para el mejoramiento de la enseñanza - aprendizaje en educación básica | es_ES |
dc.type | masterThesis | es_ES |