Gamification to motivate the development of autonomous tasks in the university : Case study: Central University of Ecuador

J. Beltrán, Héctor Sánchez, M. Rico
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引用次数: 5

Abstract

Combine face-to-face classes with a gamified e-Learning platform, is a proposal in higher education that increases the commitment and motivation in the development of autonomous tasks. The present research shows the results of the application in the subject Programming I (P-I) of the Faculty of Engineering, Physical Sciences and Mathematics (FEPSM) of the Central University of Ecuador (CUE). For this, an explanatory study, with a quasi-experimental design with groups: experimental (gamified methodology) and control (traditional methodology), is carried out. These results are discussed in seven semesters, during the years 2015 and 2019. In addition, surveys are applied to students who completed the gamification course to evaluate the gamification strategies applied. To determine if the proposal allows improving the academic performance of the students, differences between groups were evaluated using the t-Student test in the case of normality and the non-parametric U-Mann-Whitney test in the case of non-normality. The nine experimental groups who used the gamified methodology are compared using the Kruskal-Wallis test and the medium for k samples. It is concluded that the implementation of gamification strategies on a virtual learning platform not only influenced students' motivation in the development of autonomous tasks but also allowed better academic performance.
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游戏化激励大学自主任务的发展:案例研究:厄瓜多尔中央大学
将面对面课程与游戏化的电子学习平台相结合,是高等教育中增加自主任务开发承诺和动力的一项建议。本研究展示了在厄瓜多尔中央大学(CUE)工程、物理科学和数学学院(FEPSM)的程序设计I (P-I)学科中的应用结果。为此,进行了一项解释性研究,采用准实验设计,分为实验组(游戏化方法论)和对照组(传统方法论)。这些结果将在2015年和2019年的七个学期中进行讨论。此外,对完成游戏化课程的学生进行调查,以评估所应用的游戏化策略。为了确定该建议是否允许提高学生的学习成绩,在正态性的情况下使用t-Student检验,在非正态性的情况下使用非参数U-Mann-Whitney检验来评估组间差异。使用游戏化方法的九个实验组使用Kruskal-Wallis测试和k个样本的培养基进行比较。研究表明,在虚拟学习平台上实施游戏化策略不仅影响了学生自主任务开发的动机,而且可以提高学生的学习成绩。
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