Abstract
E-learning and virtual platforms are gaining relevance, as they are an alternative for distance education and personalization. It is proposed to evaluate the use and modeling of the elements of gamification mechanics through the interaction of students with Learning Objects (LO), in solving problems in mathematics and the effects generated in the level of learning achievement. This article presents a quantitative approach and a correlational descriptive design to characterize the types of users and their behavior in a gamified educational platform, for second year high school students. The results show an inclination of the user to the type of "player", prioritized within the preferences of students between 12 and 14 years old by the motivations of obtaining virtual money through the accumulation of points. Likewise, it reflects a significant integration of the interactions of the students with the LO, consequently it is a valid process for the use and modeling with gamification mechanics in the educational context, attending the school curriculum and evidencing the learning achievement obtained and responsiveness in the interaction with the proposed LO.
Original language | English |
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Title of host publication | ICEMT 2021 - 2021 5th International Conference on Education and Multimedia Technology |
Publisher | Association for Computing Machinery |
Pages | 253-259 |
Number of pages | 7 |
ISBN (Electronic) | 9781450390224 |
DOIs | |
State | Published - 23 Jul 2021 |
Event | 5th International Conference on Education and Multimedia Technology, ICEMT 2021 - Virtual, Online, Japan Duration: 23 Jul 2021 → 25 Jul 2021 |
Publication series
Name | ACM International Conference Proceeding Series |
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Conference
Conference | 5th International Conference on Education and Multimedia Technology, ICEMT 2021 |
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Country/Territory | Japan |
City | Virtual, Online |
Period | 23/07/21 → 25/07/21 |
Bibliographical note
Funding Information:This article has been prepared within the framework of the IAI-017-2018-UNSA Project “Recommendation System for learning objects in Regular Basic Education, focused on competences using Deep learning and Big Data” funded by the Universidad Nacional de San Agustín de Arequipa for whom we are deeply grateful.
Publisher Copyright:
© 2021 ACM.
Keywords
- gamified educational platform
- user interaction