Contemporary Educational Technology, Год журнала: 2024, Номер 17(1), С. ep551 - ep551
Опубликована: Дек. 12, 2024
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using tools active learning students. background information states the reduction academic obstacles students to perform at a high level, especially participating in an interactive and combinatorial way technologies offered by teacher. We tested effects D-S-F<sub>[IR]</sub> proposal (dynamics, strategies, feedback, reinforcement), replicating pedagogical phases virtual applications, use video games underachievement; follow-up verbal reinforcement. method made it possible develop between 1,600 1,800 didactic interactions knowledge (orientation, questioning, reassuring). approach consisted 60 reinforcement sessions (± 8 months implementation), 140 low cognitive performance school (range<sub>[age]</sub> = 8.5-12.5), were previously selected randomly assigned three comparison groups (EG<sub>[1]</sub> 47; EG<sub>[2]</sub> CG 46). results evidenced tests, reporting significant improvements mathematics (F 53.316; p < 0.05). A specific analysis science communication allowed improvement 93.119; F 85.770; 0.05), although no differentiating evident experimental groups. It important conclude mixed was responsible level performance.
Язык: Английский