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Revista eleuthera
Print version ISSN 2011-4532
Abstract
ALARCON-DIAZ, Mitchell Alberto; ALARCON-DIAZ, Henry Hugo; RODRIGUEZ-BACA, Liset Sulay and ALCAS-ZAPATA, Noel. Gamification-based Educational intervention: experience in the university context. Rev. eleuthera [online]. 2020, vol.22, n.2, pp.117-131. Epub May 26, 2021. ISSN 2011-4532. https://doi.org/10.17151/eleu.2020.22.2.8.
Objective:
To identify the existence of significant statistical differences in the application of gamification as a teaching strategy with university students of a private university in Lima.
Methodology:
The approach used was quantitative with a quasi-experimental design. The method followed was the hypothetical-deductive one, since through the hypothesis test it was possible to determine the differences in the work groups. A total of 72 students participated, 35 in the control group and 37 in the experimental group. The gamification-based intervention lasted 7 weeks and included activities using different ICT resources.
Results:
There are significant statistical differences between the experimental group and the control group. Students who experimented through gamification, show better results.
Conclusion:
A correct pedagogical intervention mediated by ICTs and applying gamification, motivates students to improve their learning.
Keywords : information technology; knowledge management; active method; gamification; educational game.