Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19

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The objective was to determine the correlation between gamification and motivation. It was developed through quantitative, non-experimental and correlational research. We worked with a census population of 253 students of regular basic education. To obtain data, the Gamification Observation Guide by...

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Detalles Bibliográficos
Autores: Villarroel, Rosmery, Santa María, Héctor, Quispe, Vladimir, Ventosilla, Danny
Formato: artículo
Fecha de Publicación:2021
Institución:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
Repositorio:Revista Innova Educación
Lenguaje:español
inglés
OAI Identifier:oai:ojs2.revistainnovaeducacion.com:article/166
Enlace del recurso:https://revistainnovaeducacion.com/index.php/rie/article/view/166
Nivel de acceso:acceso abierto
Materia:competencias digitales
COVID-19
gamificación
motivación
pandemia
educación
educación secundaria
digital skills
gamification
motivation
pandemic
education
secondary education
habilidades digitais
gamificação
motivação
educação
ensino médio
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network_acronym_str REVIE
network_name_str Revista Innova Educación
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dc.title.none.fl_str_mv Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
La gamificación como respuesta desafiante para motivar las clases en educación secundaria en el contexto de COVID-19
A gamificação como uma resposta desafiadora para motivar turmas no ensino médio no contexto do COVID-19
title Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
spellingShingle Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
Villarroel, Rosmery
competencias digitales
COVID-19
gamificación
motivación
pandemia
educación
educación secundaria
digital skills
COVID-19
gamification
motivation
pandemic
education
secondary education
habilidades digitais
COVID-19
gamificação
motivação
pandemia
educação
ensino médio
title_short Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
title_full Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
title_fullStr Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
title_full_unstemmed Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
title_sort Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19
dc.creator.none.fl_str_mv Villarroel, Rosmery
Santa María, Héctor
Quispe, Vladimir
Ventosilla, Danny
author Villarroel, Rosmery
author_facet Villarroel, Rosmery
Santa María, Héctor
Quispe, Vladimir
Ventosilla, Danny
author_role author
author2 Santa María, Héctor
Quispe, Vladimir
Ventosilla, Danny
author2_role author
author
author
dc.subject.none.fl_str_mv competencias digitales
COVID-19
gamificación
motivación
pandemia
educación
educación secundaria
digital skills
COVID-19
gamification
motivation
pandemic
education
secondary education
habilidades digitais
COVID-19
gamificação
motivação
pandemia
educação
ensino médio
topic competencias digitales
COVID-19
gamificación
motivación
pandemia
educación
educación secundaria
digital skills
COVID-19
gamification
motivation
pandemic
education
secondary education
habilidades digitais
COVID-19
gamificação
motivação
pandemia
educação
ensino médio
description The objective was to determine the correlation between gamification and motivation. It was developed through quantitative, non-experimental and correlational research. We worked with a census population of 253 students of regular basic education. To obtain data, the Gamification Observation Guide by García (2020) and the MSLQ Motivation Questionnaire by T. García et al. (1988). The results indicated that there is a very low, significant relationship of 0.025 (p value = 0.0694> 0.05). It is concluded that gamification is not related to the motivation of the students, most of the teachers, in the development of their classes, do not use digital tools - a necessary element in the delivery of classes at a distance and virtually due to the difficult situation caused by COVID-19. Likewise, teachers suffer from inexperience in handling social networks, videoconferences and online forms.
publishDate 2021
dc.date.none.fl_str_mv 2021-01-01
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://revistainnovaeducacion.com/index.php/rie/article/view/166
10.35622/j.rie.2021.01.001
url https://revistainnovaeducacion.com/index.php/rie/article/view/166
identifier_str_mv 10.35622/j.rie.2021.01.001
dc.language.none.fl_str_mv spa
eng
language spa
eng
dc.relation.none.fl_str_mv https://revistainnovaeducacion.com/index.php/rie/article/view/166/202
https://revistainnovaeducacion.com/index.php/rie/article/view/166/203
https://revistainnovaeducacion.com/index.php/rie/article/view/166/282
https://revistainnovaeducacion.com/index.php/rie/article/view/166/287
dc.rights.none.fl_str_mv Derechos de autor 2021 Rosmery Villarroel, Héctor Santa María, Vladimir Quispe, Danny Ventosilla
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Derechos de autor 2021 Rosmery Villarroel, Héctor Santa María, Vladimir Quispe, Danny Ventosilla
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
audio/mpeg
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dc.publisher.none.fl_str_mv Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
publisher.none.fl_str_mv Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
dc.source.none.fl_str_mv Revista Innova Educación; Vol. 3 Núm. 1 (2021); 6-19
2664-1496
2664-1488
reponame:Revista Innova Educación
instname:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
instacron:INUDI
instname_str Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú
instacron_str INUDI
institution INUDI
reponame_str Revista Innova Educación
collection Revista Innova Educación
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spelling Gamification as a challenging response to motivate classes in secondary education in the context of COVID-19La gamificación como respuesta desafiante para motivar las clases en educación secundaria en el contexto de COVID-19A gamificação como uma resposta desafiadora para motivar turmas no ensino médio no contexto do COVID-19Villarroel, RosmerySanta María, HéctorQuispe, VladimirVentosilla, Dannycompetencias digitalesCOVID-19gamificaciónmotivaciónpandemiaeducacióneducación secundariadigital skillsCOVID-19gamificationmotivationpandemiceducationsecondary educationhabilidades digitaisCOVID-19gamificaçãomotivaçãopandemiaeducaçãoensino médioThe objective was to determine the correlation between gamification and motivation. It was developed through quantitative, non-experimental and correlational research. We worked with a census population of 253 students of regular basic education. To obtain data, the Gamification Observation Guide by García (2020) and the MSLQ Motivation Questionnaire by T. García et al. (1988). The results indicated that there is a very low, significant relationship of 0.025 (p value = 0.0694> 0.05). It is concluded that gamification is not related to the motivation of the students, most of the teachers, in the development of their classes, do not use digital tools - a necessary element in the delivery of classes at a distance and virtually due to the difficult situation caused by COVID-19. Likewise, teachers suffer from inexperience in handling social networks, videoconferences and online forms.El objetivo fue determinar la correlación entre la gamificación y la motivación. Se desarrolló mediante la investigación cuantitativa, no experimental y correlacional. Se trabajó con una población censal de 253 estudiantes de educación básica regular. Para la obtención de datos se aplicó la Guía de observación de gamificación de García (2020) y el Cuestionario de motivación MSLQ de T. García et al. (1988). Los resultados indicaron que existe una relación muy baja, significativa de 0.025 (valor de p = 0.0694 > 0.05). Se concluye que la gamificación no se relaciona con la motivación de los estudiantes, la mayoría de los docentes, en el desarrollo de sus clases, no emplean herramientas digitales —elemento necesario en el dictado de clases a distancia y de forma virtual por la difícil situación ocasionada por el COVID-19—. Así mismo, los docentes adolecen de impericia en el manejo de las redes sociales, videoconferencias y formularios online.O objetivo era determinar a correlação entre gamificação e motivação. Foi desenvolvido por meio de pesquisa quantitativa, não experimental e correlacional. Trabalhamos com uma população censitária de 253 alunos do ensino fundamental regular. Para obter dados, o Guia de Observação de Gamificação de García (2020) e o Questionário de Motivação MSLQ de T. García et al. (1988). Os resultados indicaram que existe uma relação significativa muito baixa de 0,025 (valor p = 0,0694> 0,05). Conclui-se que a gamificação não está relacionada à motivação dos alunos, a maioria dos professores, no desenvolvimento de suas aulas, não utiliza ferramentas digitais - elemento necessário na ministração de aulas a distância e virtualmente devido à difícil situação causado por COVID-19. Da mesma forma, os professores sofrem com a inexperiência no manuseio de redes sociais, videoconferências e formulários online.Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perú2021-01-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdfaudio/mpegapplication/pdfhttps://revistainnovaeducacion.com/index.php/rie/article/view/16610.35622/j.rie.2021.01.001Revista Innova Educación; Vol. 3 Núm. 1 (2021); 6-192664-14962664-1488reponame:Revista Innova Educacióninstname:Instituto Universitario de Innovación Ciencia y Tecnología Inudi Perúinstacron:INUDIspaenghttps://revistainnovaeducacion.com/index.php/rie/article/view/166/202https://revistainnovaeducacion.com/index.php/rie/article/view/166/203https://revistainnovaeducacion.com/index.php/rie/article/view/166/282https://revistainnovaeducacion.com/index.php/rie/article/view/166/287Derechos de autor 2021 Rosmery Villarroel, Héctor Santa María, Vladimir Quispe, Danny Ventosillahttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessoai:ojs2.revistainnovaeducacion.com:article/1662024-10-05T13:56:48Z
score 13.08006
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