EL IMPACTO DE LA GAMIFICACIÓN EN EL INTERÉS Y EL APRENDIZAJE DE LOS ALUMNOS: UN ANÁLISIS COMPARATIVO DE LAS PLATAFORMAS WORDWALL Y SEPPO
DOI:
https://doi.org/10.29280/rappge.v11i1.17583Keywords:
Gamification, educational technologies, student engagement.Abstract
This scientific article investigates the impact of gamification as a strategy to promote engagement and learning among students in technical courses at SENAI in the city of Araguaína, state of Tocantins, Brazil. For this, two gamification pilots were developed, using two platforms: Wordwall (free) and Seppo (paid). The aim was to develop skills in a ludic and challenging way. In addition, the project included the training of instructors and of the technical-pedagogical team in regards of the use of these resources in conventional classrooms and in the IT laboratory. An investment of BRL 5,000 was allocated for the execution of the pilot using Seppo, including the acquisition of 20 licenses for the entire state. The results obtained showed that 186 students participated in the pilots, and 12 teachers as well as 2 local pedagogical supervisors were trained. Also, an evolution of approximately 3.28% was observed in the performance of the students who used the gamification platforms. In this article, the detailed results of the pilots will be presented, including the comparative analysis between Wordwall and Seppo, considering the impact on student engagement, learning improvement and academic performance. The advantages and challenges found in each platform will be discussed, as well as recommendations for the effective use of gamification in the educational context. Finally, a survey of the results made by comparative analysis of the students’ school history in two moments will be presented.
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