Resumen
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.
Idioma original | Inglés |
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Título de la publicación alojada | ICEMT 2021 - 2021 5th International Conference on Education and Multimedia Technology |
Editorial | Association for Computing Machinery |
Páginas | 253-259 |
Número de páginas | 7 |
ISBN (versión digital) | 9781450390224 |
DOI | |
Estado | Publicada - 23 jul. 2021 |
Evento | 5th International Conference on Education and Multimedia Technology, ICEMT 2021 - Virtual, Online, Japón Duración: 23 jul. 2021 → 25 jul. 2021 |
Serie de la publicación
Nombre | ACM International Conference Proceeding Series |
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Conferencia
Conferencia | 5th International Conference on Education and Multimedia Technology, ICEMT 2021 |
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País/Territorio | Japón |
Ciudad | Virtual, Online |
Período | 23/07/21 → 25/07/21 |
Nota bibliográfica
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