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
Date
2023-11-29
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Pontificia Universidad Católica del Perú
Abstract
La presente propuesta de innovación educativa atiende a la necesidad de responder
las expectativas de estudiantes de 4° y 5° de secundaria en el marco del aprendizaje
del curso de Ciencias. Estas expectativas implican lo que esperan de la enseñanza
de contenidos de Química y Física, los cuales se perciben como difíciles e incómodos
de aprender, poniendo en evidencia actitudes desfavorables hacia las Ciencias.
Siendo así, la propuesta se basa en la inclusión de la gamificación en las clases del
curso, la cual, a través de la investigación realizada, puede favorecer el aprendizaje
científico.
Es así que el objetivo de la propuesta se centra en analizar la efectividad de la
inclusión de actividades gamificadas para promover andamiaje motivacional en el
curso mencionado. Los objetivos específicos se basan en describir los efectos de la
gamificación en la curiosidad, retroalimentación y fracaso divertido. El marco teórico
abarca dos aspectos generales: gamificación y enseñanza de las Ciencias, y
andamiaje motivacional. La metodología aplicada en la evaluación de la propuesta ha
sido cuantitativa y cualitativa a través de la aplicación de encuestas, comparativa de
calificaciones y focus group.
El análisis de los resultados incluye la elaboración de tablas y gráficos estadísticos,
además de información narrativa de la percepción de los estudiantes finalizando la
propuesta. Estos ponen en evidencia que el andamiaje motivacional puede ser
promovido a través de la gamificación de la enseñanza de las Ciencias, aportando a
las investigaciones que se realizan actualmente sobre la influencia de esta en el
aprendizaje científico.
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.
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.
Description
Keywords
Ciencia--Estudio de enseñanza (Secundaria), Juegos educativos, Motivación (Educación)