La Gamificación en enseñanza-aprendizaje del quinto ciclo carrera de Pedagogía de las Ciencias Experimentales-Informática de la Universidad Nacional de Loja
Gamification transforms the university educational process by involving teachers and students in dynamic activities that promote creativity, motivation, meaningful learning, collaboration, and development of critical skills. These strategies improve the academic experience and strengthen engagement...
Enregistré dans:
| Auteur principal: | |
|---|---|
| Format: | masterThesis |
| Langue: | spa |
| Publié: |
2025
|
| Sujets: | |
| Accès en ligne: | https://dspace.unl.edu.ec/jspui/handle/123456789/32029 |
| Tags: |
Ajouter un tag
Pas de tags, Soyez le premier à ajouter un tag!
|
| Résumé: | Gamification transforms the university educational process by involving teachers and students in dynamic activities that promote creativity, motivation, meaningful learning, collaboration, and development of critical skills. These strategies improve the academic experience and strengthen engagement with the content, becoming a key tool for modern education. In this context, the research entitled: "Gamification in teaching-learning of the fifth cycle of the Pedagogy of Experimental Sciences - Computer Science degree at Universidad Nacional de Loja" was developed. The general objective was to analyze the influence of gamification on teaching-learning in the fifth cycle of the Pedagogy of Experimental Sciences - Computer Science degree at Universidad Nacional de Loja, evaluating its impact on academic performance. To achieve this objective, the following specific objectives were raised: Identify and analyze the main educational theories that support gamification in teaching-learning; evaluate its practical implementation in the context of the Pedagogy of Experimental Sciences - Computer Science Online degree at Universidad Nacional de Loja; To determine and select the most appropriate data collection instruments to assess the impact of gamification on the teaching-learning of fifth-cycle students of the Experimental Sciences Pedagogy - Online Computer Science degree at Universidad Nacional de Loja. To design and propose gamified activities that foster motivation and improve the academic performance of fifth-cycle students of the Experimental Sciences Pedagogy - Online Computer Science degree at Universidad Nacional de Loja. The study used a mixed approach and scientific, descriptive, inductive, deductive and analytical-synthetic methods, being descriptive, explanatory and correlational. The techniques included surveys through questionnaires applied to 49 students and 3 teachers, in addition to interviews directed to the Academic Manager in Charge. The results of the research confirmed that gamification is effective in the teaching-learning process, generating significant improvements in the motivation and academic performance of students. Gamified activities were also developed to strengthen these areas, providing innovative solutions for online education. |
|---|