Gamification Within the Learning Evaluation Process Using Ardora at the Salesian Polytechnic University (Guayaquil, Ecuador)

During the pandemic months, from May to September 2020, the evaluation of emerging online learning has taken the attention of higher education educational institutions in the country, especially in the city of Guayaquil. This work presents the design and use of activities in scenarios based on inter...

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Bibliographic Details
Published inApplied Technologies Vol. 1388; pp. 139 - 150
Main Authors Llerena-Izquierdo, Joe, Atiaja-Balseca, Leidi
Format Book Chapter
LanguageEnglish
Published Switzerland Springer International Publishing AG 2021
Springer International Publishing
SeriesCommunications in Computer and Information Science
Subjects
Online AccessGet full text
ISBN9783030715021
3030715027
ISSN1865-0929
1865-0937
DOI10.1007/978-3-030-71503-8_11

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Summary:During the pandemic months, from May to September 2020, the evaluation of emerging online learning has taken the attention of higher education educational institutions in the country, especially in the city of Guayaquil. This work presents the design and use of activities in scenarios based on interactivity for learning, through Ardora web, as a complement to the process of evaluating subjects in the Computer Engineering Career. The quasi-experimental quantitative approach study at the descriptive level is carried out to five groups of students in the subjects of Programming, Systems Modeling and Information Systems during the fully virtual academic period 56, for the purposes of the pandemic, at the Salesian Polytechnic University in the city of Guayaquil. The results of this work show that, during the online modality, teachers applied gamification for evaluation using renewable learning objects considering the quality of experience, reuse capacity and virtual context for the development of the specific learning achievement indicator within the subject's syllabus. It is further evidenced that students who passed the courses gained greater satisfaction in performing gamified activities rather than traditional activities. It is found that the level of approval in each course averaged 96% in this period compared to the previous one.
ISBN:9783030715021
3030715027
ISSN:1865-0929
1865-0937
DOI:10.1007/978-3-030-71503-8_11