Educaplay: a gamification tool for academic performance in virtual education during the pandemic covid-19

This research is based on the use of the gamification tool Educaplay and its contribution to the academic performance of elementary school students. The objective was to analyze the use of Educaplay as a didactic resource within virtual education and how this process improves students' performa...

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Detalles Bibliográficos
Autores: Páez-Quinde, Cristina, Infante-Paredes, Ruth, Chimbo-Cáceres, Mayorie, Barragán-Mejía, Estefanía
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:Ecuador
Institución:Universidad Central del Ecuador
Repositorio:Revista Cátedra
Idioma:español
OAI Identifier:oai:revistadigital.uce.edu.ec:article/3391
Acceso en línea:https://revistadigital.uce.edu.ec/index.php/CATEDRA/article/view/3391
Access Level:acceso abierto
Palabra clave:educación
educación virtual
gamificación
rendimiento académico
TIC
education
e-learning
gamification
academic performance
ICT
virtual education
Descripción
Sumario:This research is based on the use of the gamification tool Educaplay and its contribution to the academic performance of elementary school students. The objective was to analyze the use of Educaplay as a didactic resource within virtual education and how this process improves students' performance, taking into consideration the change of model and application of new methodologies within virtual classes. The methodology applied is of an experimental-exploratory type, through a quali-quantitative approach that was collected by applying a survey identified as pretest which was validated by Cronbach's Alpha statistic with a value of 0.842 and subsequently the application of the Technology Acceptance Model (TAM) as posttest; the activities were developed using the SAPIE methodology; the study population was 70 elementary basic education students to whom the experiment was applied based on gamification resource using the web tool Educaplay. The results of the research allowed to know if the students improved their academic performance with the use of gamification resources that motivate their active participation, collaborative work, and that the teacher is the one who generates his own resources, based on the needs of the students.