Saltar al contenido
República del Perú · Observatorio de la producción científica universitaria
OApol.org Observatorio de Inteligencia Científica Universitaria del Perú
OApol.org
Inicio Universidades Publicaciones Investigadores
Repositorios
Tesis y trabajos académicosRevistas
Indicadores
Ranking trimestralRanking por carreraObjetivos de Desarrollo SostenibleReporte OCDERed neuronal 3D
Acerca
MetodologíaPrivacidad

Gamification as part of teaching and its influence on learning computational algorithms

Barriales A.F.; Paragulla J.V.; Andrade-Arenas L. · EDUNINE 2020 - 4th IEEE World Engineering Education Conference: The Challenges of Education in Engineering, Computing and Technology without Exclusions: Innovation in the Era of the Industrial Revolution 4.0, Proceedings (2020) · DOI: 10.1109/edunine48860.2020.9149510

Resumen

To date, it is a challenge for teachers to maintain the motivation of students in understanding the course of computational algorithms. For this reason it was sought that the student learn by playing, imparting knowledge through the language they best handle and using the technology that young people currently use without complications. This article seeks to determine the influence of gamification in the learning of the subject of Algorithms I of the University of Sciences and Humanities in the 2019-01 semester through an applied research, of a quasi-experimental type. The analysis of data was performed through the U test of Mann Whitney determining that there are significant differences between the study groups. The use of the gamificación methodology decreased the dropout rate in the course, improved the cognitive results and student motivation during the study sessions.

Instituciones: Universidad de Ciencias y Humanidades