Mixed gamification with virtual tools modify poor school performance

Descripción del Articulo

Currently, the use of gamifiers as teaching tools in virtuality is present due to the digital education that is developed in Latin America. The objective was to determine the effects of two methodologies: i) Mixed gamification; and ii) Usefulness of virtual teaching tools, in the cognitive processes...

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Detalles Bibliográficos
Autores: Holgado Quispe, Ana María, Ruiz-Salazar, Jenny, Picoy Gonzales, Juan Antonio, Holgado-Quispe, Ana, Manrique-Alvarez, Giovanna
Formato: artículo
Fecha de Publicación:2023
Institución:Universidad Tecnológica del Perú
Repositorio:UTP-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.utp.edu.pe:20.500.12867/8104
Enlace del recurso:https://hdl.handle.net/20.500.12867/8104
http://doi.org/10.11591/ijere.v12i3.25530
Nivel de acceso:acceso abierto
Materia:Educational technology
Gamification
Virtual education
Student performance
https://purl.org/pe-repo/ocde/ford#5.03.01
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dc.title.es_PE.fl_str_mv Mixed gamification with virtual tools modify poor school performance
title Mixed gamification with virtual tools modify poor school performance
spellingShingle Mixed gamification with virtual tools modify poor school performance
Holgado Quispe, Ana María
Educational technology
Gamification
Virtual education
Student performance
https://purl.org/pe-repo/ocde/ford#5.03.01
title_short Mixed gamification with virtual tools modify poor school performance
title_full Mixed gamification with virtual tools modify poor school performance
title_fullStr Mixed gamification with virtual tools modify poor school performance
title_full_unstemmed Mixed gamification with virtual tools modify poor school performance
title_sort Mixed gamification with virtual tools modify poor school performance
author Holgado Quispe, Ana María
author_facet Holgado Quispe, Ana María
Ruiz-Salazar, Jenny
Picoy Gonzales, Juan Antonio
Holgado-Quispe, Ana
Manrique-Alvarez, Giovanna
author_role author
author2 Ruiz-Salazar, Jenny
Picoy Gonzales, Juan Antonio
Holgado-Quispe, Ana
Manrique-Alvarez, Giovanna
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Holgado Quispe, Ana María
Ruiz-Salazar, Jenny
Picoy Gonzales, Juan Antonio
Holgado-Quispe, Ana
Manrique-Alvarez, Giovanna
dc.subject.es_PE.fl_str_mv Educational technology
Gamification
Virtual education
Student performance
topic Educational technology
Gamification
Virtual education
Student performance
https://purl.org/pe-repo/ocde/ford#5.03.01
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#5.03.01
description Currently, the use of gamifiers as teaching tools in virtuality is present due to the digital education that is developed in Latin America. The objective was to determine the effects of two methodologies: i) Mixed gamification; and ii) Usefulness of virtual teaching tools, in the cognitive processes of poor school performance. The methodology was experimental, quantitative. The evaluation was carried out on 150 Spanish-speaking schoolchildren, divided into three comparison groups (8.5 years of age ±0.4). They underwent 40 learning sessions with the D-S-F methodology (dynamics, strategy, feedback). The validated instruments were three performance tests on the areas of mathematics, science and communication. Significant results were obtained in cognitive processes from the activities designed with mixed gamification, although the effects were not decisive in the area of communication. It is concluded that gamification reduces low performance to raise cognitive processes for logical reasoning, cognitive deduction in mathematics, skills to generate hypotheses in science; and those of reading and oral expression. It is suggested to develop experiments with variables that include a digital evaluation of text writing, to avoid the limitations presented in this research.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2023-12-27T23:58:14Z
dc.date.available.none.fl_str_mv 2023-12-27T23:58:14Z
dc.date.issued.fl_str_mv 2023
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dc.identifier.issn.none.fl_str_mv 2620-5440
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12867/8104
dc.identifier.journal.es_PE.fl_str_mv International Journal of Evaluation and Research in Education
dc.identifier.doi.none.fl_str_mv http://doi.org/10.11591/ijere.v12i3.25530
identifier_str_mv 2620-5440
International Journal of Evaluation and Research in Education
url https://hdl.handle.net/20.500.12867/8104
http://doi.org/10.11591/ijere.v12i3.25530
dc.language.iso.es_PE.fl_str_mv eng
language eng
dc.relation.ispartofseries.none.fl_str_mv International Journal of Evaluation and Research in Education;vol. 12, n° 3
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dc.publisher.es_PE.fl_str_mv Institute of Advanced Engineering and Science
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spelling Holgado Quispe, Ana MaríaRuiz-Salazar, JennyPicoy Gonzales, Juan AntonioHolgado-Quispe, AnaManrique-Alvarez, Giovanna2023-12-27T23:58:14Z2023-12-27T23:58:14Z20232620-5440https://hdl.handle.net/20.500.12867/8104International Journal of Evaluation and Research in Educationhttp://doi.org/10.11591/ijere.v12i3.25530Currently, the use of gamifiers as teaching tools in virtuality is present due to the digital education that is developed in Latin America. The objective was to determine the effects of two methodologies: i) Mixed gamification; and ii) Usefulness of virtual teaching tools, in the cognitive processes of poor school performance. The methodology was experimental, quantitative. The evaluation was carried out on 150 Spanish-speaking schoolchildren, divided into three comparison groups (8.5 years of age ±0.4). They underwent 40 learning sessions with the D-S-F methodology (dynamics, strategy, feedback). The validated instruments were three performance tests on the areas of mathematics, science and communication. Significant results were obtained in cognitive processes from the activities designed with mixed gamification, although the effects were not decisive in the area of communication. It is concluded that gamification reduces low performance to raise cognitive processes for logical reasoning, cognitive deduction in mathematics, skills to generate hypotheses in science; and those of reading and oral expression. 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