Gamification as a learning strategy in the field of electronics in the technical high school specialty
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Autores: | , , , |
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Formato: | artículo original |
Estado: | Versión publicada |
Fecha de Publicación: | 2021 |
Descripción: | The theoretical-practical contents of the electronics course for technical high school students have gone through several difficulties related to the teaching process, the theoretical knowledge that is taught and the lack of motivation of the students in this matter. The objective of this research was to determine the feasibility of applying gamification as a learning strategy of the theoretical component in the subject of electronics to consolidate meaningful learning in students. The population selected for this study corresponded to students from a secondary technical baccalaureate institution. To analyze this perspective, a survey was designed, the results of which allowed to verify the research hypotheses related to verifying the feasibility of applying gamification as an educational resource to improve the learning of electronics in technical high school students, where in addition, the use of strategies related to motivation, meeting challenges, rewards, and the use of technological tools with a gamified approach. |
País: | Portal de Revistas UCR |
Institución: | Universidad de Costa Rica |
Repositorio: | Portal de Revistas UCR |
Lenguaje: | Español |
OAI Identifier: | oai:portal.ucr.ac.cr:article/47194 |
Acceso en línea: | https://revistas.ucr.ac.cr/index.php/wimblu/article/view/47194 |
Palabra clave: | Meaningful learning electronics gamification teaching process Aprendizaje significativo electrónica gamificación proceso de enseñanza |