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Portocarrero, A., (2022). Uso de la gamificación en e-learning: auditoría octalysis de la plataforma Edtech Platzi [Universidad de Lima]. https://hdl.handle.net/20.500.12724/17469
Portocarrero, A., Uso de la gamificación en e-learning: auditoría octalysis de la plataforma Edtech Platzi []. PE: Universidad de Lima; 2022. https://hdl.handle.net/20.500.12724/17469
@misc{renati/1440182,
title = "Uso de la gamificación en e-learning: auditoría octalysis de la plataforma Edtech Platzi",
author = "Portocarrero Quinto, Alejandra Ximena",
publisher = "Universidad de Lima",
year = "2022"
}
Title: Uso de la gamificación en e-learning: auditoría octalysis de la plataforma Edtech Platzi
Authors(s): Portocarrero Quinto, Alejandra Ximena
Advisor(s): García Contto, José David
Keywords: Gamification; Virtual teaching; Gamificación; Enseñanza virtual
OCDE field: https://purl.org/pe-repo/ocde/ford#5.08.00
Issue Date: 2022
Institution: Universidad de Lima
Abstract: Con el creciente interés por los modelos de educación en línea, la motivación del
estudiante en la experiencia de aprendizaje se ha convertido en un aspecto clave. En
este escenario, la gamificación cobra popularidad para incentivar el compromiso en
plataformas educativas digitales. El presente artículo analiza el uso de la gamificación
en la plataforma Platzi, edtech latinoamericana, mediante una auditoría Octalysis.
Primero, se identificaron las mecánicas del juego al completar un curso y luego se evaluaron las motivaciones percibidas con una encuesta a 65 estudiantes de Platzi. Los
resultados indican un balance óptimo de la motivación intrínseca y extrínseca en la
plataforma, con oportunidades de mejora en el aspecto social. Asimismo, se discute el
valor de la Octalysis como herramienta de evaluación para la educación formal.
With the growing interest in online education models, student motivation in the learning experience has become a key aspect. In this scenario, gamification is gaining popularity to encourage engagement in digital educational platforms. This article analyses the use of gamification on the Platzi platform, a Latin American edtech, through an Octalysis audit. First, game mechanics were identified when completing a course and then perceived user motivations were assessed with a survey of 65 Platzi students. The results indicate an optimal balance of intrinsic and extrinsic motivation on the platform, where personalized learning routes empower creativity and the leaderboard is the least valued element for competition. The study also opens the discussion about using the Octalysis framework as an evaluation tool in formal education.
With the growing interest in online education models, student motivation in the learning experience has become a key aspect. In this scenario, gamification is gaining popularity to encourage engagement in digital educational platforms. This article analyses the use of gamification on the Platzi platform, a Latin American edtech, through an Octalysis audit. First, game mechanics were identified when completing a course and then perceived user motivations were assessed with a survey of 65 Platzi students. The results indicate an optimal balance of intrinsic and extrinsic motivation on the platform, where personalized learning routes empower creativity and the leaderboard is the least valued element for competition. The study also opens the discussion about using the Octalysis framework as an evaluation tool in formal education.
Link to repository: https://hdl.handle.net/20.500.12724/17469
Discipline: Comunicación
Grade or title grantor: Universidad de Lima. Facultad de Comunicación.
Grade or title: Licenciado en Comunicación
Juror: García Contto, José David; Santivañez, Raúl; Matsuura Sonoda, Alberto
Register date: 25-Jan-2023
This item is licensed under a Creative Commons License