Evaluation plan aimed at improving educational quality, implemented by Sociology students – UNPRG

COVID-19 (SARS-CoV-2) is a negative phenomenon that has become a difficult scenario at the different educational levels. Before this negative element, gamification is a pedagogical proposal for the students of the Ancon Educational Unit, as a strategy of motivation in learning. The objective of the...

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Veröffentlicht in:NeuroQuantology 2022-01, Vol.20 (8), p.6588
Hauptverfasser: César Jorge Soledispa Baque, Joel Alberto Fortis Suárez, Solórzano Méndez, Víctor Manuel, Tannia Karina Aguirre Suárez
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Sprache:eng
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Zusammenfassung:COVID-19 (SARS-CoV-2) is a negative phenomenon that has become a difficult scenario at the different educational levels. Before this negative element, gamification is a pedagogical proposal for the students of the Ancon Educational Unit, as a strategy of motivation in learning. The objective of the research is to create a set of gamified activities that help to enhance motivation in students, the research approach applied in this study is a qualitative methodology, a group of 60 young people participated, and the results were measured through phases and stages employing a game quiz in Gianelly. The search for information was carried out through Google Scholar, articles in indexed journals, books and newspapers, to find out the main role that gamification and gaming have played in times of pandemic, and the positive impact it has had. The benefits of gamification have become very interesting because it facilitates a new model of teaching and learning, also gamification allows students to study new content through the gaming environment, discover new information and earn points, badges or any bonus.
ISSN:1303-5150
DOI:10.14704/nq.2022.20.8.NQ44683