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
**Gamification as a Pedagogical Strategy to Improve Academic Performance of Ninth Grade Technology and Informatics Students** Eric William Oñate Rodríguez This research presents a study on the use of gamification as a pedagogical strategy to improve the academic performance of ninth-grade students in technology and informatics at the Álvaro Araujo Noguera (IE AAN) high school in Astrea, Cesar, Colombia. The study aims to address the issue of low academic performance among these students through the implementation of a gamified educational strategy. The research employs a mixed-methods approach, combining quantitative and qualitative data collection methods, including surveys, interviews, and performance analysis. The study involved 37 students from the same group, and the intervention included the creation of a sports-style competition where teams compete in academic challenges. The strategy was implemented using the "Gestor Ligas" platform and Facebook for communication and dissemination. The results showed improvements in student motivation and academic performance, indicating that gamification can be an effective tool for enhancing learning outcomes. The research highlights the importance of school motivation and the role of contextual factors in educational success. It also emphasizes the need for educational institutions to adopt innovative strategies to improve academic performance, especially in areas such as technology and informatics. The study concludes that gamification can be a valuable pedagogical strategy for enhancing student engagement and academic achievement.**Gamification as a Pedagogical Strategy to Improve Academic Performance of Ninth Grade Technology and Informatics Students** Eric William Oñate Rodríguez This research presents a study on the use of gamification as a pedagogical strategy to improve the academic performance of ninth-grade students in technology and informatics at the Álvaro Araujo Noguera (IE AAN) high school in Astrea, Cesar, Colombia. The study aims to address the issue of low academic performance among these students through the implementation of a gamified educational strategy. The research employs a mixed-methods approach, combining quantitative and qualitative data collection methods, including surveys, interviews, and performance analysis. The study involved 37 students from the same group, and the intervention included the creation of a sports-style competition where teams compete in academic challenges. The strategy was implemented using the "Gestor Ligas" platform and Facebook for communication and dissemination. The results showed improvements in student motivation and academic performance, indicating that gamification can be an effective tool for enhancing learning outcomes. The research highlights the importance of school motivation and the role of contextual factors in educational success. It also emphasizes the need for educational institutions to adopt innovative strategies to improve academic performance, especially in areas such as technology and informatics. The study concludes that gamification can be a valuable pedagogical strategy for enhancing student engagement and academic achievement.
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