Browsing by Author "Verdugo Velesaca, Gabriela Alexandra"
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Item Gamificación en el aula: juego para fomentar la motivación en ambientes de aprendizaje híbridos(Universidad de Cuenca, 2021-04-19) Vélez Castillo, María Belén; Verdugo Velesaca, Gabriela Alexandra; Maldonado Mahauad, Jorge JavierGamification today is a topic that is gaining strength within the educational context. Institutions of Higher Education (IES) have maintained the master class as a traditional teaching method, where the teacher is the center of the learning process and its main function is to transmit information within the classroom. However, thanks to the advancement of Information Technology (TIC), didactic technological tools are currently being included to transform learning spaces and reduce low rates of academic performance. IES have begun to configure new hybrid learning environments, where they seek to incorporate gamification to motivate and keep students engaged during their learning inside and outside the classroom. The objective of this degree work is to create a gamified application (game) that helps to encourage the motivation of students during their learning process. To meet this objective, a literature review was carried out, which resulted in the useful and necessary theoretical foundations to design the application. For the implementation of the game, the Unity development environment (video game development engine) programmed in C # was used. To test the game developed, a case study was carried out that allowed evaluating the usability of the gamified tool according to the principles of usability according to Nielsen; and on the other hand to evaluate the motivation generated in the students with this new application. Finally, the results obtained when carrying out the case study were 81.2% usability of the gamified application and 88.2% of the motivation of the students when using this applicationPublication Playing in the Classroom: A Game Proposal for the Flipped Classroom(IEEE, 2020) Vélez Castillo, María Belen; Verdugo Velesaca, Gabriela Alexandra; Mejía Pesántez, Piedad Magali; Veintimilla Reyes, Jaime Eduardo; Maldonado Mahauad, Jorge Javier; Maldonado Mahauad, Jorge JavierToday, gamification is a topic that is taking hold in the educational context. Institutions of Higher Education (IES) have maintained the master class as a traditional teaching method, where the teacher is the center of the learning process and his main function is to transmit information within the classroom. However, thanks to technology, didactic technological tools are currently being included to transform learning spaces and reduce low rates of academic performance. IES have begun to configure new hybrid learning environments, where they seek to incorporate gamification to motivate and keep students engaged during their learning inside and outside the classroom. The objective of this work is to present a game proposal that will be adapted in the context of a flipped class. For this, a board game is proposed that will include gamification elements, where it will seek to promote student motivation and observe the impact produced on their learning. Finally, the result was useful theoretical foundations that allow to promote the use of gamification in hybrid learning environments, to later develop an efficient and effec
