Gamification is a learning method that incorporates the mechanics of games. This tool provides the opportunity to transform classrooms, making them innovative and motivating places, encouraging creativity, critical thinking and interaction among students, activating cognitive structures through the use of technologies and game dynamics, therefore, our purpose was to analyze the motivational factors of learning before and after applying gamification. The study sample consisted of 120 high school students from four educational units, 54 male students and 66 female students; the test (EMPA) known as the Motivational Evaluation Questionnaire for the Learning Process was used as an instrument. An intervention program was developed, which was carried out for five months with the application and use of gamification. The post-intervention results in the first component related to IM show that from only (10%) of the pre-test students, they increased to (65.0%) of intrinsic motivation; in the post-intervention IM component, from only (1.7%) they increased to (81.7%) of high extrinsic motivation and, in the pre-intervention GM results it was (7.5%) and at the end of the program implementation, (65.5%) of high global motivation was obtained. It is concluded for our case study, the use of gamification games is a motivating factor in the learning of high school students, as it encourages greater IM, which translates into better learning participation, also the use of ME rewards helps in the academic performance of students.

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Gamification Strategies as a Motivational Factor for Learning in High School Students: A Preliminary Study

  • A. Mocha-Bonilla Julio,
  • Sánchez-Guerrero Javier,
  • Hidalgo Alava Dennis Jose,
  • Mocha Altamirano Kevin Israel

摘要

Gamification is a learning method that incorporates the mechanics of games. This tool provides the opportunity to transform classrooms, making them innovative and motivating places, encouraging creativity, critical thinking and interaction among students, activating cognitive structures through the use of technologies and game dynamics, therefore, our purpose was to analyze the motivational factors of learning before and after applying gamification. The study sample consisted of 120 high school students from four educational units, 54 male students and 66 female students; the test (EMPA) known as the Motivational Evaluation Questionnaire for the Learning Process was used as an instrument. An intervention program was developed, which was carried out for five months with the application and use of gamification. The post-intervention results in the first component related to IM show that from only (10%) of the pre-test students, they increased to (65.0%) of intrinsic motivation; in the post-intervention IM component, from only (1.7%) they increased to (81.7%) of high extrinsic motivation and, in the pre-intervention GM results it was (7.5%) and at the end of the program implementation, (65.5%) of high global motivation was obtained. It is concluded for our case study, the use of gamification games is a motivating factor in the learning of high school students, as it encourages greater IM, which translates into better learning participation, also the use of ME rewards helps in the academic performance of students.