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dc.contributor.authorHolguin Alvarez, Jhon
dc.contributor.authorRuiz Salazar, Jenny
dc.contributor.authorManrique Alvarez, Giovanna
dc.contributor.authorPicoy Gonzales, Juan Antonio
dc.contributor.authorHolgado Quispe, Ana
dc.date.accessioned2023-09-27T21:36:44Z
dc.date.available2023-09-27T21:36:44Z
dc.date.issued2023
dc.identifier.issn2252-8822
dc.identifier.urihttps://ijere.iaescore.com/index.php/IJERE/article/view/25530
dc.identifier.urihttps://hdl.handle.net/20.500.12692/123096
dc.description.abstractCurrently, the use of gamifiers as teaching tools in virtuality is present due to the digital education that is developed in Latin America. The objective was to determine the effects of two methodologies: i) Mixed gamification; and ii) Usefulness of virtual teaching tools, in the cognitive processes of poor school performance. The methodology was experimental, quantitative. The evaluation was carried out on 150 Spanish-speaking schoolchildren, divided into three comparison groups (8.5 years of age ±0.4). They underwent 40 learning sessions with the D-S-F methodology (dynamics, strategy, feedback). The validated instruments were three performance tests on the areas of mathematics, science and communication. Significant results were obtained in cognitive processes from the activities designed with mixed gamification, although the effects were not decisive in the area of communication. It is concluded that gamification reduces low performance to raise cognitive processes for logical reasoning, cognitive deduction in mathematics, skills to generate hypotheses in science; and those of reading and oral expression. It is suggested to develop experiments with variables that include a digital evaluation of text writing, to avoid the limitations presented in this research.es_PE
dc.formatapplication/pdfes_PE
dc.language.isoenges_PE
dc.publisherUniversidad César Vallejoes_PE
dc.relation.ispartofseriesInternational Journal of Evaluation and Research in Education (IJERE);Vol. 12, No. 3, September 2023
dc.relation.urihttps://ijere.iaescore.com/index.php/IJERE/article/view/25530es_PE
dc.rightsinfo:eu-repo/semantics/openAccesses_PE
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es_PE
dc.sourceRepositorio Institucional - UCVes_PE
dc.sourceUniversidad César Vallejoes_PE
dc.subjectProceso cognitivoes_PE
dc.subjectAprendizaje digitales_PE
dc.subjectGamificaciónes_PE
dc.titleMixed gamification with virtual tools modify poor school performancees_PE
dc.typeinfo:eu-repo/semantics/articlees_PE
dc.description.sedeLima Nortees_PE
dc.description.escuelaEscuela de Posgradoes_PE
dc.identifier.doihttp://doi.org/10.11591/ijere.v12i3.25530
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#5.00.00es_PE
dc.publisher.countryPEes_PE
dc.description.ligBiodiversidad, cambio climático y calidad ambientales_PE
dc.description.rsuPromoción de la salud, nutrición y salud alimentariaes_PE
dc.description.odsFin de la pobrezaes_PE
dc.relation.isPartOfurn:issn:2252-8822es_PE


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