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Gamification Tools as a Learning Strategy in Virtual Classes in University Students: Elemental Education Major Case Study

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Technologies and Innovation (CITI 2021)

Abstract

This research work focuses on the use of gamification as strategy learning tool for university students of the Elemental Education Major of Universidad Técnica de Ambato. Several resources were applied within the classroom online for one semester as an alternative to traditional strategies in online education. Education has taken an abysmal turn as a result of the pandemic throughout this year, so that teachers and students had to adapt to new educational models, the educational model was the application of flipped classroom, also use of synchronous and asynchronous tools, and use of digital grading rubrics, video conferences Tools, and multimedia materials developed by teachers, among others. The authors applied ADDIE methodology to develop these tools which propose the generation of more effective resources in educational innovation. The statistic that was applied to test the hypothesis was Wilcoxon due to the fact it was an experimental-exploratory research. Finally, the results of this research allowed to identify the difference in the academic performance of the students when using resources based on gamification developed by the Professors, these results show that there is better attention to online classes when direct gamification tools are used. Thus, teachers promote better participation active when they use synchronous tools within online classes and not just common everyday tools.

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Acknowledgment

Thanks to the Technical University of Ambato, to the Directorate of Research and Development (DIDE acronym in Spanish) for supporting our research project Development of Web 3.0 Tools in education as support in collaborative learning and being part of the research groups: Research in Language and Education and Marketing Consumption and Society.

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Correspondence to Cristina Páez-Quinde .

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Páez-Quinde, C., Morocho-Lara, D., Chasipanta-Nieves, A., Sulca-Guale, X. (2021). Gamification Tools as a Learning Strategy in Virtual Classes in University Students: Elemental Education Major Case Study. In: Valencia-García, R., Bucaram-Leverone, M., Del Cioppo-Morstadt, J., Vera-Lucio, N., Jácome-Murillo, E. (eds) Technologies and Innovation. CITI 2021. Communications in Computer and Information Science, vol 1460. Springer, Cham. https://doi.org/10.1007/978-3-030-88262-4_7

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  • DOI: https://doi.org/10.1007/978-3-030-88262-4_7

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