Gamificación implementada en Quizziz como estrategia de aprendizaje activo en Ciencias Naturales. Unidad Educativa Academia Militar “San Diego"
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The use of gamification in the teaching-learning process is gaining ground every day due to the development of technological tools. The objective of the research was to develop a learning strategy supported by gamification implemented in Quizziz for the Natural Sciences subject. The research approach was quantitative and correlational, experimental, and applied, modifying the object of research and proposing activities based on gamification and information technologies. Theoretical research methods were used to determine the conditions and advantages of gamification. The empirical methods used were observation, document review, and surveys to develop the diagnosis and verify the results. Six activities were created, three for each year, covering more than one work session. A comparison of the results of the grades shows improvement with the experience. The survey (before and after) reflects increases for sixth, seventh, and overall (1.56), all of which are high. The sixth year achieved good values on average with 4.01. Spearman's test determines that there is a significant and positive correlation between the variables considered with motivation and meaningful learning. The application of the Torgerson Method shows that teachers value the contribution of the activities implemented as very much in agreement for autonomous learning, technologies, and motivation, as well as in agreement for program skills and meaningful learning.
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Citaciones: 6