Relación de los factores asociados en el desarrollo de experiencias gamificadas
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Abstract
Actualmente una de las principales preocupaciones entre los docentes es la falta de implicación del
alumnado en las tareas académicas y su propio aprendizaje, ya que los primeros necesitan que los segundos participen o
tomen parte de manera activa en muchas de las situaciones en los procesos de enseñanza-aprendizaje. Uno de los
elementos principales es la falta de motivación de los alumnos ante los aprendizajes que deben realizar en clase. Las
metodologías activas se presentan como una alternativa para que los alumnos construyan de forma activa su aprendizaje,
con la guía del profesor. Entre las metodologías activas se encuentra la gamificación, que se presenta como una
metodología se utiliza técnicas y estructuras del juego en contextos no lúdicos, para provocar y construir un aprendizaje.
Esta investigación tiene como objetivo definir y contrastar un modelo explicativo sobre las dimensiones personales que
entran a formar parte de los alumnos con el uso de dicha metodología como son el dominio del alumno, el disfrute, la
ausencia de efecto negativo y la absorción con respecto al pensamiento creativo del estudiante. El instrumento empleado
es el cuestionario gAMEX, traducido y validado por los autores del presente manuscrito para este contexto, como una
investigación previa a la actual. Los resultados obtenidos muestran que existe una relación positiva entre todas las
dimensiones, es decir, el dominio del alumno, su disfrute, la ausencia de efecto negativo y la absorción del alumno con el
pensamiento creativo del mismo. También existe relación entre las dimensiones ausencia de efecto negativo y dominio con
el disfrute de los estudiantes y entre el dominio y el disfrute de los estudiantes con la absorción de los mismos en el
aprendizaje mediante experiencias gamificadas
Currently one of the main concerns among teachers is the lack of involvement of students in academic tasks and their own learning, since the former need the latter to participate or take an active part in many of the situations in the teaching processes -learning. one of the main elements is the lack of motivation of the students before the learning that they must carry out in class. Active methodologies are presented as an alternative for students to actively build their learning, with the teacher's guidance. Among the active methodologies is gamification, which is presented as a methodology using techniques and structures of the game in non-recreational contexts, to provoke and build learning. This research aims to define and contrast an explanatory model about the personal dimensions that become part of the students with the use of this methodology such as the student's mastery, enjoyment, the absence of negative effect and absorption with respect to creative student thinking. The instrument used is the gAMEX questionnaire, translated and validated by the authors of this manuscript for this context, as a previous investigation to the current one. The results obtained show that there is a positive relationship between all dimensions, that is, the student's mastery, their enjoyment, the absence of a negative effect and the student's absorption with the student's creative thinking. There is also a relationship between the dimensions absence of negative effect and dominance with the enjoyment of the students and between the dominance and the enjoyment of the students with their absorption in learning through gamified experiences
Currently one of the main concerns among teachers is the lack of involvement of students in academic tasks and their own learning, since the former need the latter to participate or take an active part in many of the situations in the teaching processes -learning. one of the main elements is the lack of motivation of the students before the learning that they must carry out in class. Active methodologies are presented as an alternative for students to actively build their learning, with the teacher's guidance. Among the active methodologies is gamification, which is presented as a methodology using techniques and structures of the game in non-recreational contexts, to provoke and build learning. This research aims to define and contrast an explanatory model about the personal dimensions that become part of the students with the use of this methodology such as the student's mastery, enjoyment, the absence of negative effect and absorption with respect to creative student thinking. The instrument used is the gAMEX questionnaire, translated and validated by the authors of this manuscript for this context, as a previous investigation to the current one. The results obtained show that there is a positive relationship between all dimensions, that is, the student's mastery, their enjoyment, the absence of a negative effect and the student's absorption with the student's creative thinking. There is also a relationship between the dimensions absence of negative effect and dominance with the enjoyment of the students and between the dominance and the enjoyment of the students with their absorption in learning through gamified experiences







