SciELO - Scientific Electronic Library Online

 
vol.14 número27Impacto de los conocimientos previos de álgebra y aritmética en el aprendizaje de funciones de cálculo diferencialLos movimientos perdidos de la Suite bucólica de Ramiro Luis Guerra González (1933-2003) índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Indicadores

Links relacionados

  • No hay artículos similaresSimilares en SciELO

Compartir


RIDE. Revista Iberoamericana para la Investigación y el Desarrollo Educativo

versión On-line ISSN 2007-7467

Resumen

LOPEZ SANTILLAN, Silvia Isadora. Evaluation of e-learning through gamification complementing the face-to-face model: case in the 5th group, “Valle de Bravo” primary school. RIDE. Rev. Iberoam. Investig. Desarro. Educ [online]. 2023, vol.14, n.27, e576.  Epub 14-Abr-2024. ISSN 2007-7467.  https://doi.org/10.23913/ride.v14i27.1718.

The e-learning model has been working successfully at the higher level, however, during the 2019 pandemic, the need arose to expand it to other educational levels and when this global situation came to an end, at the basic level of education, It remained as an extraordinary form of work. The objective of this research was to determine the advantages and disadvantages of the e-learning model through gamification in basic education, specifically in a Primary Level Fifth grade group working on History subject, to establish effectiveness. An experimental qualitative methodology was designed, through a case study where 14 students from a Fifth grade group of the “Valle de Bravo” School were observed, worked and interviewed. The results indicate broad advantages of working on e-learning through gamification as a complement to the face-to-face model at the basic level, showing effectiveness as an educational strategy, reflecting both in better academic performance, greater motivation on the part of the students, meaningful learning and collaborative work during the process.

Palabras llave : e-learning; gamification; motivation; basic level; collaborative work.

        · resumen en Español | Portugués     · texto en Español