Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB

The final project arises from the interest of promoting teaching interactively through the use of gamification in virtual education, this type of strategy generates significant skills and learning in students. The objective was to propose gamification strategies to strengthen the teaching process in...

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Yazar: Paredes Tobar, Aline Cecilia (author)
Materyal Türü: masterThesis
Baskı/Yayın Bilgisi: 2021
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Online Erişim:http://dspace.utb.edu.ec/handle/49000/14658
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author Paredes Tobar, Aline Cecilia
author_facet Paredes Tobar, Aline Cecilia
author_role author
collection Repositorio Universidad Técnica de Babahoyo
dc.contributor.none.fl_str_mv Vera Mora, Glenda Rosalia
dc.creator.none.fl_str_mv Paredes Tobar, Aline Cecilia
dc.date.none.fl_str_mv 2021
2023-07-12T13:37:09Z
2023-07-12T13:37:09Z
dc.format.none.fl_str_mv 122 p.
application/pdf
dc.identifier.none.fl_str_mv http://dspace.utb.edu.ec/handle/49000/14658
dc.language.none.fl_str_mv es
dc.publisher.none.fl_str_mv BABAHOYO: UTB, 2021
dc.rights.none.fl_str_mv Atribución-NoComercial-SinDerivadas 3.0 Ecuador
http://creativecommons.org/licenses/by-nc-nd/3.0/ec/
info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:Repositorio Universidad Técnica de Babahoyo
instname:Universidad Técnica de Babahoyo
instacron:UTB
dc.subject.none.fl_str_mv Gamificación
Aprendizaje interactivo
Competencia
Motivación
dc.title.none.fl_str_mv Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
dc.type.none.fl_str_mv info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/masterThesis
description The final project arises from the interest of promoting teaching interactively through the use of gamification in virtual education, this type of strategy generates significant skills and learning in students. The objective was to propose gamification strategies to strengthen the teaching process in the Admission and Leveling Center of the Technical University of Babahoyo. A cross-sectional non-experimental, mixed, descriptive and propositional type with a quantitative and qualitative approach was proposed. A sample of 50 teachers was taken to whom a survey with 20 items on a Likert scale was applied, whose results showed the favorable perception of the dimensions of gamification. Finally, the hypothesis was tested using the Pearson test, and it was concluded that the gamification strategies variable has a high positive relationship with the teaching process variable with a score of 0.758 and a bilateral significance of p=0.000<0.05. , which allowed rejecting the null hypothesis that postulates the non-existence of a relationship between the variables. It is proposed that teachers use gamification as a strategy to promote meaningful learning in a fun way in students. The results show that the dynamic fun, rankings and avatars foster a competitive environment in student learning.
eu_rights_str_mv openAccess
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network_acronym_str UTB
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publishDate 2021
publisher.none.fl_str_mv BABAHOYO: UTB, 2021
reponame_str Repositorio Universidad Técnica de Babahoyo
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repository.name.fl_str_mv Repositorio Universidad Técnica de Babahoyo - Universidad Técnica de Babahoyo
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rights_invalid_str_mv Atribución-NoComercial-SinDerivadas 3.0 Ecuador
http://creativecommons.org/licenses/by-nc-nd/3.0/ec/
spelling Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTBParedes Tobar, Aline CeciliaGamificaciónAprendizaje interactivoCompetenciaMotivaciónThe final project arises from the interest of promoting teaching interactively through the use of gamification in virtual education, this type of strategy generates significant skills and learning in students. The objective was to propose gamification strategies to strengthen the teaching process in the Admission and Leveling Center of the Technical University of Babahoyo. A cross-sectional non-experimental, mixed, descriptive and propositional type with a quantitative and qualitative approach was proposed. A sample of 50 teachers was taken to whom a survey with 20 items on a Likert scale was applied, whose results showed the favorable perception of the dimensions of gamification. Finally, the hypothesis was tested using the Pearson test, and it was concluded that the gamification strategies variable has a high positive relationship with the teaching process variable with a score of 0.758 and a bilateral significance of p=0.000<0.05. , which allowed rejecting the null hypothesis that postulates the non-existence of a relationship between the variables. It is proposed that teachers use gamification as a strategy to promote meaningful learning in a fun way in students. The results show that the dynamic fun, rankings and avatars foster a competitive environment in student learning.The final project arises from the interest of promoting teaching interactively through the use of gamification in virtual education, this type of strategy generates significant skills and learning in students. The objective was to propose gamification strategies to strengthen the teaching process in the Admission and Leveling Center of the Technical University of Babahoyo. A cross-sectional non-experimental, mixed, descriptive and propositional type with a quantitative and qualitative approach was proposed. A sample of 50 teachers was taken to whom a survey with 20 items on a Likert scale was applied, whose results showed the favorable perception of the dimensions of gamification. Finally, the hypothesis was tested using the Pearson test, and it was concluded that the gamification strategies variable has a high positive relationship with the teaching process variable with a score of 0.758 and a bilateral significance of p=0.000<0.05. , which allowed rejecting the null hypothesis that postulates the non-existence of a relationship between the variables. It is proposed that teachers use gamification as a strategy to promote meaningful learning in a fun way in students. The results show that the dynamic fun, rankings and avatars foster a competitive environment in student learning.El proyecto final surge del interés de promover la enseñanza de forma interactiva mediante el uso de la gamificación en la educación virtual, este tipo de estrategias genera competencias y aprendizajes significativos en los estudiantes. El objetivo fue proponer estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación de la Universidad Técnica de Babahoyo. Se planteó un estudio no experimental de corte transversal, de tipo mixto, descriptivo y propositivo con enfoque cuantitativo y cualitativo. Se utilizó una muestra de 50 docentes a quienes se aplicó una encuesta con 20 ítems en escala de Likert, cuyos resultados evidenciaron la percepción favorable de las dimensiones de la gamificación. Finalmente, se realizó la comprobación de la hipótesis utilizando la prueba de Pearson, y se determinó que la variable estrategias de gamificación tiene una relación positiva alta con la variable proceso de enseñanza con una correlación de 0,758 y una significancia bilateral de p=0.000<0.05, lo cual permitió rechazar la hipótesis nula que postula la inexistencia de una relación entre las variables. Se propone que los docentes usen la gamificación como estrategia para promover aprendizajes significativos de manera divertida en los educandos. Los resultados demostraron que la dinámica diversión, los rankings y los avatares propician un ambiente de competitividad en el aprendizaje de los estudiantes.BABAHOYO: UTB, 2021Vera Mora, Glenda Rosalia2023-07-12T13:37:09Z2023-07-12T13:37:09Z2021info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis122 p.application/pdfhttp://dspace.utb.edu.ec/handle/49000/14658esAtribución-NoComercial-SinDerivadas 3.0 Ecuadorhttp://creativecommons.org/licenses/by-nc-nd/3.0/ec/info:eu-repo/semantics/openAccessreponame:Repositorio Universidad Técnica de Babahoyoinstname:Universidad Técnica de Babahoyoinstacron:UTB2023-07-14T08:01:15Zoai:dspace.utb.edu.ec:49000/14658Institucionalhttp://dspace.utb.edu.ec/Universidad públicahttps://utb.edu.ec/http://dspace.utb.edu.ec/oai.Ecuador...opendoar:02026-04-25T22:20:13.017753Repositorio Universidad Técnica de Babahoyo - Universidad Técnica de Babahoyotrue
spellingShingle Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
Paredes Tobar, Aline Cecilia
Gamificación
Aprendizaje interactivo
Competencia
Motivación
status_str publishedVersion
title Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
title_full Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
title_fullStr Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
title_full_unstemmed Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
title_short Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
title_sort Estrategias de gamificación para fortalecer el proceso de enseñanza en el Centro de Admisión y Nivelación – UTB
topic Gamificación
Aprendizaje interactivo
Competencia
Motivación
url http://dspace.utb.edu.ec/handle/49000/14658