Gamification-based Educational intervention: experience in the university context

被引:4
|
作者
Alberto Alarcon-Diaz, Mitchell [1 ]
Hugo Alarcon-Diaz, Henry [2 ]
Sulay Rodriguez-Baca, Liset [1 ]
Alcas-Zapata, Noel [1 ]
机构
[1] Univ Cesar Vallejo, Lima, Peru
[2] Univ Nacl Educ Enrique Guzman y Valle, Lurigancho Chosica, Peru
来源
ELEUTHERA | 2020年 / 22卷 / 02期
关键词
information technology; knowledge management; active method; gamification; educational game;
D O I
10.17151/eleu.2020.22.2.8
中图分类号
C916 [社会工作、社会管理、社会规划];
学科分类号
1204 ;
摘要
Objective: To identify the existence of significant statistical differences in the application of gamification as a teaching strategy with university students of a private university in Lima. Methodology: The approach used was quantitative with a quasi-experimental design. The method followed was the hypothetical-deductive one, since through the hypothesis test it was possible to determine the differences in the work groups. A total of 72 students participated, 35 in the control group and 37 in the experimental group. The gamification-based intervention lasted 7 weeks and included activities using different ICT resources. Results: There are significant statistical differences between the experimental group and the control group. Students who experimented through gamification, show better results. Conclusion: A correct pedagogical intervention mediated by ICTs and applying gamification, motivates students to improve their learning.
引用
收藏
页码:117 / 131
页数:15
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