Aplicación de la gamificación en el aula y su impacto motivacional en el rendimiento de los estudiantes de 4to, 5to grado de EGB, de la unidad educativa “23 de abril” de la parroquia Santa Fe, cantón Guaranda, provincia Bolívar, periodo académico noviembre 2023- febrero 2024
In a first approach with the 4th and 5th grade students of EGB, from the 23 de Abril, educational unit of the Santa Fe parish, Guaranda canton, Bolívar province, academic period November 2023-February 2024, it was observed that a group of students present problems related to motivation, such as lack...
Saved in:
| Hovedforfatter: | |
|---|---|
| Andre forfattere: | |
| Format: | bachelorThesis |
| Sprog: | spa |
| Udgivet: |
2024
|
| Fag: | |
| Online adgang: | https://dspace.ueb.edu.ec/handle/123456789/7029 |
| Tags: |
Tilføj Tag
Ingen Tags, Vær først til at tagge denne postø!
|
| Summary: | In a first approach with the 4th and 5th grade students of EGB, from the 23 de Abril, educational unit of the Santa Fe parish, Guaranda canton, Bolívar province, academic period November 2023-February 2024, it was observed that a group of students present problems related to motivation, such as lack of interest in classes, they do not go to class with enthusiasm, which causes problems with school performance. That is why a set of activities related to gamification was proposed, through the development of these activities related to the game in a virtual environment; the aim is to improve the academic performance of students. To this end, a research was proposed that was framed under a mixed approach, that is, qualitative and quantitative, with a type of study of correlational and documentary research, based on field research and descriptive research, using analytical, quantitative methods, analytical, inductive and deductive. Additionally, through observation and interview, relevant information for the research could be obtained. It was concluded that through the JClic application, a set of gamified activities was selected. With which, the motivation of the students was significantly improved, that is, the enthusiasm for attending the planned activities, where the importance of the game as a motivational strategy was highlighted, and the use of applications that are available to involve the student. In a fun way in learning and in this way improve their school performance |
|---|