Abstract
In the ITIDA Educational Institution of the municipality of Soledad - Atlántico in Colombia,from 2019 to 2021, difficulties were evidenced in the teaching-learning process of 10th grade
students in the chemistry subject, among which it is possible to highlight the lack of playfuldidactic material to support the topics, the absence of ICT resources to enrich the proposals and learning strategies and the restrictions on access to the laboratory, factors that limited the
possibility of associating theory with practical experiences and learning situations. real life,
which would promote active learning. Therefore, the general objective of the study was: To
implement gamification as a significant educational experience for active learning in the
chemical subject, which was achieved through the design of a gamified proposal, the
identification of pre-knowledge, needs and interests of the students, the application of the
gamified system to the teaching-learning process and the evaluation of its relevance
considering the academic performance and the motivation of the students. The research is
quantitative, with a quasi-experimental approach and a correlational scope, where the study sample was selected for convenience and included a control group and an experimental group, to which a pretest and an initial survey were applied, and a posttest and a final survey. Among
the results achieved, there was no statistically significant difference in academic performance,
but a representative difference could be assumed in the experimental group, in which it was slightly higher. Regarding motivation, this did have a statistically significant difference, being increased in the experimental group. Finally, a connection between both variables was not found, but there was an exception, which leaves open the possibility for studies of this type to continue to be carried out and these variables to continue to be analyzed.
Date of Award | 19 Jul 2022 |
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Original language | Spanish (Colombia) |
Awarding Institution |
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Supervisor | Roman Eduardo Sarmiento Porras (Supervisor) |
Keywords
- Gamification
- TIC
- Significant educational experience
- Significant learning