Authors :
Nicanor Concepción García
Volume/Issue :
Volume 6 - 2021, Issue 10 - October
Google Scholar :
http://bitly.ws/gu88
Scribd :
https://bit.ly/3EGyIqj
Abstract :
Gamification in combination with mobile
devices is one of the learning tools that is used most
frequently today and that is gaining great relevance in
the area of education. With the implementation and use
of gamification as a collaborative resource, the use of
mobile devices is necessary, given the easy access to the
plataform for users, as well as the motivation to the
learning process of the subject of arithmetic and
geometry.
This article aims to present the results obtained
from the research study on gamification in a virtual
learning environment as a collaborative resource for
mobile devices. The main objective of this study was to
check whether the gamification methodology in
combination with mobile devices helps to improve the
academic performance of students at the Salome Ureña
Instituted. This article presents the results obtained from
the interventions with students in the academic periods
September - December 2019, January - April 2020.
Keywords :
Gamification, Collaborative Learning, Educational Resources, Technological Tools. Videogame.
Gamification in combination with mobile
devices is one of the learning tools that is used most
frequently today and that is gaining great relevance in
the area of education. With the implementation and use
of gamification as a collaborative resource, the use of
mobile devices is necessary, given the easy access to the
plataform for users, as well as the motivation to the
learning process of the subject of arithmetic and
geometry.
This article aims to present the results obtained
from the research study on gamification in a virtual
learning environment as a collaborative resource for
mobile devices. The main objective of this study was to
check whether the gamification methodology in
combination with mobile devices helps to improve the
academic performance of students at the Salome Ureña
Instituted. This article presents the results obtained from
the interventions with students in the academic periods
September - December 2019, January - April 2020.
Keywords :
Gamification, Collaborative Learning, Educational Resources, Technological Tools. Videogame.