Wimb Lu ISSN Impreso: 1659-2107 ISSN electrónico: 2215-6712

OAI: https://www.revistas.ucr.ac.cr/index.php/wimblu/oai
Gamification as a learning strategy in the field of electronics in the technical high school specialty
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Keywords

Meaningful learning
electronics
gamification
teaching process
Aprendizaje significativo
electrónica
gamificación
proceso de enseñanza

How to Cite

Villavicencio Pazmiño, J. C., Dillon Pérez, F. X., Rojas Londoño, O. D., & Pérez Santana, L. T. (2021). Gamification as a learning strategy in the field of electronics in the technical high school specialty. Wimb Lu, 16(1), 103–119. https://doi.org/10.15517/wl.v16i1.47194

Abstract

The theoretical-practical contents of the electronics course for technical high school students have gone through several difficulties related to the teaching process, the theoretical knowledge that is taught and the lack of motivation of the students in this matter. The objective of this research was to determine the feasibility of applying gamification as a learning strategy of the theoretical component in the subject of electronics to consolidate meaningful learning in students. The population selected for this study corresponded to students from a secondary technical baccalaureate institution. To analyze this perspective, a survey was designed, the results of which allowed to verify the research hypotheses related to verifying the feasibility of applying gamification as an educational resource to improve the learning of electronics in technical high school students, where in addition, the use of strategies related to motivation, meeting challenges, rewards, and the use of technological tools with a gamified approach.

https://doi.org/10.15517/wl.v16i1.47194
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