Gamificación y el aprendizaje significativo en estudiantes universitarios
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Horizontes Rev. Inv. Cs. Edu.
Abstract
La gamificación se presenta como una estrategia didáctica que mejora los procesos de enseñanza y aprendizaje al fomentar la participación activa de los estudiantes, promoviendo aprendizajes significativos y fortaleciendo la comprensión de situaciones del contexto real. Este estudio tuvo como objetivo analizar la relación entre la gamificación y el aprendizaje significativo en 52 estudiantes de posgrado de una universidad peruana. La investigación fue de tipo básico con un diseño no experimental. Los resultados revelaron una relación significativa entre ambas variables (rho = 0.280; p = 0.000 < 0.05), destacando que la gamificación optimiza el desarrollo de competencias clave y facilita los procesos pedagógicos. Se concluye que esta estrategia constituye un recurso efectivo para potenciar el desempeño académico y la resolución de problemas en contextos educativos superiores.
Gamification is presented as a didactic strategy that improves teaching and learning processes by encouraging the active participation of students, promoting meaningful learning and strengthening the understanding of real context situations. The objective of this study was to analyze the relationship between gamification and meaningful learning in 52 graduate students of a Peruvian university. The research was basic with a non-experimental design. The results revealed a significant relationship between both variables (rho = 0.280; p = 0.000 < 0.05), highlighting that gamification optimizes the development of key competencies and facilitates pedagogical processes. It is concluded that this strategy constitutes an effective resource to enhance academic performance and problem solving in higher educational contexts.
Gamification is presented as a didactic strategy that improves teaching and learning processes by encouraging the active participation of students, promoting meaningful learning and strengthening the understanding of real context situations. The objective of this study was to analyze the relationship between gamification and meaningful learning in 52 graduate students of a Peruvian university. The research was basic with a non-experimental design. The results revealed a significant relationship between both variables (rho = 0.280; p = 0.000 < 0.05), highlighting that gamification optimizes the development of key competencies and facilitates pedagogical processes. It is concluded that this strategy constitutes an effective resource to enhance academic performance and problem solving in higher educational contexts.
Description
Vol. 9, No. 36