LA GAMIFICACIÓN COMO ESTRATEGIA PEDAGÓGICA PARA MEJORAR EL DESEMPEÑO ACADÉMICO DE LOS ESTUDIANTES DE TECNOLOGÍA E INFORMÁTICA DE NOVENO GRADO

LA GAMIFICACIÓN COMO ESTRATEGIA PEDAGÓGICA PARA MEJORAR EL DESEMPEÑO ACADÉMICO DE LOS ESTUDIANTES DE TECNOLOGÍA E INFORMÁTICA DE NOVENO GRADO

MAYO DE 2021 | ERIC WILLIAM OÑATE RODRIGUEZ
The thesis titled "Gamification as a Pedagogical Strategy to Improve the Academic Performance of Ninth Grade Technology and Computer Students" by Eric William Oñate Rodríguez, submitted as part of the requirements for a Master's degree in Applied Digital Technologies in Education at the Universidad de Santander (UDES), explores the effectiveness of gamification in enhancing the academic performance of ninth-grade students in technology and computer studies at the Álvaro Araujo Noguera (IE AAN) high school in Astrea, Cesar, Colombia. The study aims to diagnose and address the low academic performance of these students, which has been a persistent issue in the region. The research employs a mixed-methods approach with a sequential transformative design, focusing on 37 ninth-grade students. It begins with observations, diagnostic surveys, and an analysis of initial academic performance. The intervention involves creating a sports-style league where students compete in academic challenges, using the "Gestor ligas" platform and Facebook for communication and dissemination. The study evaluates the impact of this strategy on motivation and academic performance, finding significant improvements. Key findings include the importance of school motivation and the positive effects of gamification in enhancing academic performance. The thesis concludes that gamification can be an effective pedagogical strategy to improve the academic performance of ninth-grade students in technology and computer studies, providing a model for future researchers to replicate and adapt to their specific contexts.The thesis titled "Gamification as a Pedagogical Strategy to Improve the Academic Performance of Ninth Grade Technology and Computer Students" by Eric William Oñate Rodríguez, submitted as part of the requirements for a Master's degree in Applied Digital Technologies in Education at the Universidad de Santander (UDES), explores the effectiveness of gamification in enhancing the academic performance of ninth-grade students in technology and computer studies at the Álvaro Araujo Noguera (IE AAN) high school in Astrea, Cesar, Colombia. The study aims to diagnose and address the low academic performance of these students, which has been a persistent issue in the region. The research employs a mixed-methods approach with a sequential transformative design, focusing on 37 ninth-grade students. It begins with observations, diagnostic surveys, and an analysis of initial academic performance. The intervention involves creating a sports-style league where students compete in academic challenges, using the "Gestor ligas" platform and Facebook for communication and dissemination. The study evaluates the impact of this strategy on motivation and academic performance, finding significant improvements. Key findings include the importance of school motivation and the positive effects of gamification in enhancing academic performance. The thesis concludes that gamification can be an effective pedagogical strategy to improve the academic performance of ninth-grade students in technology and computer studies, providing a model for future researchers to replicate and adapt to their specific contexts.
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[slides and audio] Effects of Externally Mediated Rewards on Intrinsic Motivation.