Mostrando 1 - 5 Resultados de 5 Para Buscar 'Morón Hernández, Julia Liliana', tiempo de consulta: 0.01s Limitar resultados
1
artículo
O presente estudo procura determinar o efeito da gamificação como estratégia de avaliação formativa em estudantes de um Instituto de Ensino Superior Tecnológico Público. A pesquisa foi do tipo aplicada com desenho pré-experimental e abordagem quantitativa. A amostra foi composta por 24 alunos do 5º semestre do curso de Secretariado Executivo. Os dados foram coletados por meio de uma rubrica de avaliação. Assim, foram desenvolvidos 36 critérios e uma escala ordinal de quatro níveis para mensurar a variável de avaliação formativa. Foi utilizado o teste estatístico T de Wilcoxon, obtendo-se um Z = 4,288. Para a hipótese geral, obteve-se um valor de p – valor <0,00. O estudo conclui que houve diferenças importantes no início (pré-teste) e no final do experimento (pós-teste).
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Objective. Determine the effect of gamifcation as a strategy for hybrid education in university students. Methods. A quantitative approach, pre-experimental design and applied research were used. The sample consisted of 20 students from the professional academic school of Language and Literature of the Universidad Nacional San Luis Gonzaga of Ica. Information was compiled using a survey. A 24-question Likert-type questionnaire was elaborated. In the theoretical basis for the application of hybrid education, the contributions of the Universidad Politécnica of Madrid were considered. Hypothesis inference was made using the Wilcoxon T statistic. Results. A p-value < 0.00 was obtained; therefore, the alternate hypothesis is accepted and the null hypothesis is rejected. Conclusions. The study concludesthat the signifcance level is statistically signifcant.
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The research aimed to determine the influence of playful texts on the production of texts in the students of the III Cycle, Mention: Language and Literature of the Faculty of Education of UNSLG, the diagnosis were made that allowed to corroborate the limitations to produce texts of students and propose the use of playful texts recreationally convinced that the game is a refreshing and motivating learning resource , we raise our general and specific problem. The research was of a type applied with quasi-experimental design, experimental method, the sample: 55 students distributed in experimental group, 30 students and control group, 25 students, after applying the instruments, the results obtained verified the hypothesis: The playful texts significantly influence the production of texts in the students of the III Cycle of the mention of Language and Literature of the Faculty of Education....
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artículo
The research addresses the problems of the students of the Food Industry Program at the Federico Uranga Institute of Public Technological Higher Education, who during the development of their virtual sessions in the course of Fundamentals of research, did not evidence collaborative learning, and it is that they did not apply the ideal technological tools for this purpose, for this reason, the decision was made to apply an Intervening Plan applying didactic strategies and students using digital tools. The objective of the research was to determine the effect of the Miro App on the achievement of collaborative learning in students of the Institute, for this, the positivist paradigm was used, pre-experimental design, the sample was constituted by 28 students of the Food Industry Studies Program. The instrument used was a Likert-type survey which was previously subjected to its validity and ...
5
artículo
O presente estudo procura determinar o efeito da gamificação como estratégia de avaliação formativa em estudantes de um Instituto de Ensino Superior Tecnológico Público. A pesquisa foi do tipo aplicada com desenho pré-experimental e abordagem quantitativa. A amostra foi composta por 24 alunos do 5º semestre do curso de Secretariado Executivo. Os dados foram coletados por meio de uma rubrica de avaliação. Assim, foram desenvolvidos 36 critérios e uma escala ordinal de quatro níveis para mensurar a variável de avaliação formativa. Foi utilizado o teste estatístico T de Wilcoxon, obtendo-se um Z = 4,288. Para a hipótese geral, obteve-se um valor de p – valor <0,00. O estudo conclui que houve diferenças importantes no início (pré-teste) e no final do experimento (pós-teste).