Citas bibligráficas
Torres, J., (2023). Aprendizaje gamificado para el andamiaje motivacional en el curso de Ciencias de estudiantes del VII ciclo de educación secundaria de una institución educativa particular de Lima, Perú [Pontificia Universidad Católica del Perú]. http://hdl.handle.net/20.500.12404/26622
Torres, J., Aprendizaje gamificado para el andamiaje motivacional en el curso de Ciencias de estudiantes del VII ciclo de educación secundaria de una institución educativa particular de Lima, Perú []. PE: Pontificia Universidad Católica del Perú; 2023. http://hdl.handle.net/20.500.12404/26622
@mastersthesis{renati/531236,
title = "Aprendizaje gamificado para el andamiaje motivacional en el curso de Ciencias de estudiantes del VII ciclo de educación secundaria de una institución educativa particular de Lima, Perú",
author = "Torres Castillo, Jorge Luis",
publisher = "Pontificia Universidad Católica del Perú",
year = "2023"
}
This educational innovation proposal responds to the need to meet the expectations of 4th and 5th year high school students in the context of learning Science. These expectations imply what they expect from the teaching of Chemistry and Physics contents, which are perceived as difficult and uncomfortable to learn, evidencing unfavorable attitudes towards Science. Thus, the proposal is based on the inclusion of gamification in the course classes, which, through the research conducted, can favor scientific learning. Thus, the objective of the proposal focuses on analyzing the effectiveness of the inclusion of gamified activities to promote motivational scaffolding in the above course. The specific objectives are based on describing the effects of gamification on curiosity, feedback and fun failure. The theoretical framework covers two general aspects: gamification and science teaching, and motivational scaffolding. The methodology applied in the evaluation of the proposal has been quantitative and qualitative through the application of surveys, comparative ratings and focus group. The analysis of the results includes the elaboration of statistical tables and charts, as well as narrative information on the students' perception finalizing the proposal. These show that motivational scaffolding can be promoted through gamification of Science teaching, contributing to the research currently being conducted on its influence on scientific learning.
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