TY - GEN
T1 - Gamification as part of teaching and its influence on learning computational algorithms
AU - Barriales, Alan Fierro
AU - Paragulla, Julio Vasquez
AU - Andrade-Arenas, Laberiano
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/3/1
Y1 - 2020/3/1
N2 - To date, it is a challenge for teachers to maintain the motivation of students in understanding the course of computational algorithms. For this reason it was sought that the student learn by playing, imparting knowledge through the language they best handle and using the technology that young people currently use without complications. This article seeks to determine the influence of gamification in the learning of the subject of Algorithms I of the University of Sciences and Humanities in the 2019-01 semester through an applied research, of a quasi-experimental type. The analysis of data was performed through the U test of Mann Whitney determining that there are significant differences between the study groups. The use of the gamificación methodology decreased the dropout rate in the course, improved the cognitive results and student motivation during the study sessions.
AB - To date, it is a challenge for teachers to maintain the motivation of students in understanding the course of computational algorithms. For this reason it was sought that the student learn by playing, imparting knowledge through the language they best handle and using the technology that young people currently use without complications. This article seeks to determine the influence of gamification in the learning of the subject of Algorithms I of the University of Sciences and Humanities in the 2019-01 semester through an applied research, of a quasi-experimental type. The analysis of data was performed through the U test of Mann Whitney determining that there are significant differences between the study groups. The use of the gamificación methodology decreased the dropout rate in the course, improved the cognitive results and student motivation during the study sessions.
KW - algorithms
KW - gamification
KW - learning
KW - motivation.
KW - programming
UR - https://www.scopus.com/pages/publications/85091063409
U2 - 10.1109/EDUNINE48860.2020.9149510
DO - 10.1109/EDUNINE48860.2020.9149510
M3 - Conference contribution
AN - SCOPUS:85091063409
T3 - EDUNINE 2020 - 4th IEEE World Engineering Education Conference: The Challenges of Education in Engineering, Computing and Technology without Exclusions: Innovation in the Era of the Industrial Revolution 4.0, Proceedings
BT - EDUNINE 2020 - 4th IEEE World Engineering Education Conference
A2 - da Rocha Brito, Claudio da Rocha
A2 - Ciampi, Melary M.
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 4th IEEE World Engineering Education Conference, EDUNINE 2020
Y2 - 15 March 2020 through 18 March 2020
ER -