TY - JOUR
T1 - A gamification experience and virtual reality in teaching astronomy in basic education
AU - Bedregal-Alpaca, Norka
AU - Sharhorodska, Olha
AU - Jiménez-Gonzáles, Luis
AU - Arce-Apaza, Robert
N1 - Publisher Copyright:
© 2020 Science and Information Organization.
PY - 2020
Y1 - 2020
N2 - Regardless of the country, there is a trend: the world of school and the modern world are two different poles. Young people see school as boring compared to the entertainment of today's technology. Most students prefer to play or surf the internet, but not study. Gamification is projected as a methodological practice that aims to turn classrooms into playful immersion scenarios, using participatory strategies with the incorporation of electronic devices. This article shows the results obtained by applying gamification techniques in the research project aimed at supporting astronomy learning for basic education students. When using the app, the student must overcome challenges to earn different achievements and rewards. Among the results highlights the student's motivation during the learning process and the perception of satisfaction of the personal achievements achieved.
AB - Regardless of the country, there is a trend: the world of school and the modern world are two different poles. Young people see school as boring compared to the entertainment of today's technology. Most students prefer to play or surf the internet, but not study. Gamification is projected as a methodological practice that aims to turn classrooms into playful immersion scenarios, using participatory strategies with the incorporation of electronic devices. This article shows the results obtained by applying gamification techniques in the research project aimed at supporting astronomy learning for basic education students. When using the app, the student must overcome challenges to earn different achievements and rewards. Among the results highlights the student's motivation during the learning process and the perception of satisfaction of the personal achievements achieved.
KW - Game-based learning
KW - Gamification
KW - Reward system
KW - Student motivation
UR - http://www.scopus.com/inward/record.url?scp=85085740992&partnerID=8YFLogxK
U2 - 10.14569/IJACSA.2020.0110566
DO - 10.14569/IJACSA.2020.0110566
M3 - Artículo
AN - SCOPUS:85085740992
VL - 11
SP - 513
EP - 521
JO - International Journal of Advanced Computer Science and Applications
JF - International Journal of Advanced Computer Science and Applications
SN - 2158-107X
IS - 5
ER -