
handle: 10366/166871
[ES]El principal objetivo de este estudio es analizar el impacto de la gamificaci?n en el rendimiento acad?mico de 215 estudiantes universitarios mediante un enfoque tecnopedag?gico. La gamificaci?n aplica elementos y t?cnicas del dise?o de juegos en contextos no l?dicos a fin de mejorar la participaci?n, motivaci?n y la efectividad de las actividades acad?micas. Se aplica una metodolog?a cuantitativa de corte cuasiexperimental para comparar dos grupos: 1) control (87 estudiantes) que recibe instrucci?n tradicional y 2) experimental (128 estudiantes) que participa en actividades gamificadas. Los resultados muestran una mejora significativa en el rendimiento acad?mico del grupo experimental, con una diferencia de 0.66 puntos en comparaci?n con el grupo de control. En conclusi?n, la gamificaci?n aprovecha la predisposici?n natural del ser humano hacia la competencia, el logro y la colaboraci?n para fomentar la participaci?n, el inter?s, la retenci?n de informaci?n y mejora significativamente el rendimiento acad?mico.
[EN]The primary objective of this research study is to analyze the impact of gamification on the academic performance of 215 university students by applying a technopedagogical approach. Gamification applies elements and techniques of game design in non-game contexts in order to improve participation, motivation and effectiveness of academic activities. A quasi-experimental methodology is applied to compare two groups: 1) a control group (87 students) that receive traditional teaching and 2) an experimental group (128 students) that participates in gamified activities. The results show a significant improvement in the academic performance of the experimental group, with a difference of 0.66 points, when compared to the control group. In conclusion, gamification takes advantage of the natural human predisposition towards competition, achievement, and collaboration to encourage participation, interest, and information retention while significantly improving academic performance.
Game design, Gamificaci?n, 5801 Teor?a y m?todos educativos, Technopedagogy, Educaci?n universitaria, Academic performance, Gamification, Learning strategies, Tecnopedagog?a, Rendimiento acad?mico, Dise?o de juegos, 5802 Organizaci?n y planificaci?n de la Educaci?n, Estrategias de aprendizaje, 5801.07 M?todos pedag?gicos, 5802.08 Educaci?n Superior, University education
Game design, Gamificaci?n, 5801 Teor?a y m?todos educativos, Technopedagogy, Educaci?n universitaria, Academic performance, Gamification, Learning strategies, Tecnopedagog?a, Rendimiento acad?mico, Dise?o de juegos, 5802 Organizaci?n y planificaci?n de la Educaci?n, Estrategias de aprendizaje, 5801.07 M?todos pedag?gicos, 5802.08 Educaci?n Superior, University education
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
