Relación entre las actitudes y la motivación hacia el Kahoot y el rendimiento académico de estudiantes de pregrado de una universidad privada de Lima
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Date
2019-05-16
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Pontificia Universidad Católica del Perú
Abstract
Una de las nuevas estrategias de aprendizaje que involucran el uso de las
tecnologías, es la gamificación, comprendida como el uso de elementos de los juegos en
contextos no lúdicos. En la educación superior, la gamificación es considerada como una
estrategia metodológica para promover la motivación y participación de los estudiantes.
Dicha estrategia es aplicada por medio de herramientas, una de las más conocidas es
Kahoot. En este contexto, la presente investigación se propone responder a la pregunta
¿Qué relación existe entre las actitudes y la motivación hacia el Kahoot y el rendimiento
académico de los estudiantes de pregrado de una universidad privada de Lima?
El enfoque metodológico es cuantitativo y el diseño es correlacional. Se utilizaron
dos cuestionarios: Actitudes hacia el uso de Kahoot y Motivación percibida, y las notas
de la evaluación parcial. Ambos instrumentos se aplicaron a 138 estudiantes y los
resultados se analizaron en el programa SPSS24. Los resultados obtenidos evidencian
una relación positiva significativa entre las variables actitudes hacia el uso de Kahoot y
motivación. A diferencia de las variables actitudes hacia el uso de Kahoot y rendimiento
académico donde no se encontró relación entre ambas
One of the new learning strategies that involve the use of technologies is gamification, understood as the use of elements of games in non-ludic contexts. In higher education, gamification is considered as a methodological strategy to promote the motivation and participation of students. This strategy is applied by means of tools, one of the most known is Kahoot. In this context, this research aims to answer the question: What is the relationship between attitudes and motivation towards Kahoot, in improving the academic performance of Undergraduate students at private university in Lima? The methodological approach is quantitative, and the design is correlational. Two questionnaires were used: Attitudes towards the use of Kahoot and Perceived Motivation, and the score of the middle exam. Both instruments were applied to 138 students and the results were analyzed in the SPSS24 software. The results obtained show a significant positive relationship between the variables attitudes towards the use of Kahoot and motivation A difference between the variables attitudes toward the use of Kahoot and academic performance where no relationship was found between both.
One of the new learning strategies that involve the use of technologies is gamification, understood as the use of elements of games in non-ludic contexts. In higher education, gamification is considered as a methodological strategy to promote the motivation and participation of students. This strategy is applied by means of tools, one of the most known is Kahoot. In this context, this research aims to answer the question: What is the relationship between attitudes and motivation towards Kahoot, in improving the academic performance of Undergraduate students at private university in Lima? The methodological approach is quantitative, and the design is correlational. Two questionnaires were used: Attitudes towards the use of Kahoot and Perceived Motivation, and the score of the middle exam. Both instruments were applied to 138 students and the results were analyzed in the SPSS24 software. The results obtained show a significant positive relationship between the variables attitudes towards the use of Kahoot and motivation A difference between the variables attitudes toward the use of Kahoot and academic performance where no relationship was found between both.
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Keywords
Educación superior--Perú, Universidades--Perú, Juegos educativos, Innovaciones educativas, Tecnología de la información, Estudiantes universitarios--Actitudes
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