Uso de Classcraft como recurso gamificado para fomentar la interacción en la clase de Ciencias Naturales en el Noveno año de EGB de la U. E. San Joaquín
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Abstract
In our highly digitized society, information and communication technologies play a fundamental role in various fields, including education. The integration of technological tools into the educational experience has facilitated learning and the development of students' skills. Gamification, used as a learning methodology, offers the possibility to approach the content in a playful way, which contributes to a better assimilation of the content. The main objective of this thesis was to evaluate how the implementation of Classcraft, a gamified educational platform, improved student interaction in the subject of Natural Sciences, specifically in the topic of Evolution of Life on Earth. The methodology used was action research, based on an interpretive approach and with a quantitative orientation. Pre- and post-tests, classroom observations, and student and teacher surveys were used. The sample consisted of 30 ninth grade students from a school in the city of Cuenca. The results obtained showed an 11% improvement in the overall course average and greater interactivity among students. This showed that the implementation of Classcraft as a pedagogical tool in the teaching of natural sciences has been highly accepted and has been beneficial. It was also observed that the use of Classcraft during the teaching-learning process enhanced the understanding of the content and promoted essential values such as solidarity, responsibility and respect through teamwork and autonomous problem solving. It is suggested that teachers be encouraged to explore and adopt Classcraft as an innovative and constructivist pedagogical tool in place of traditional methods. It is also recommended that teachers be trained in the effective use of these interactive platforms at different levels and in different areas of study.