Percepciones de los estudiantes de posgrado ante la gamificación del aula con Quizizz

Auteurs

DOI :

https://doi.org/10.35699/1983-3652.2022.36941

Mots-clés :

Educación, Aprendizaje en línea, Innovación pedagógica, Actitud del estudiante, Juego educativo

Résumé

El objetivo de esta investigación es examinar las percepciones que los discentes universitarios de posgrado tienen al utilizar Quizizz, en el contexto de la asignatura de Gestión Cultural Avanzada en el Ámbito Editorial, dentro del Máster Universitario en Gestión y Emprendimiento de Proyectos Culturales, en una universidad española de educación en línea. Para ello, se plantean las siguientes preguntas de investigación: a) ¿cuáles son las percepciones del alumnado sobre el uso de Quizizz en las clases de Gestión Cultural Avanzada en el Ámbito Editorial?; b) ¿qué variables identificadas en las entrevistas experimentan la mayoría de los estudiantes de posgrado que usan Quizizz en este contexto? y c) ¿los datos cuantitativos de la encuesta en línea validan los resultados de las entrevistas cualitativas iniciales? Se emplea una metodología mixta -cualitativa y cuantitativa- para dar respuesta a las cuestiones formuladas y se concluye que la percepción de los estudiantes de posgrado en relación con el uso de Quizizz en el aula virtual es positiva. Quizizz tiene un impacto positivo en la motivación, el compromiso y la dinamización del aula. Finalmente, el análisis cuantitativo confirma en buena medida el análisis cualitativo.

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MAGADÁN-DÍAZ, M.; RIVAS-GARCÍA, J. I. Percepciones de los estudiantes de posgrado ante la gamificación del aula con Quizizz. Texto Livre, Belo Horizonte-MG, v. 15, p. e36941, 2022. DOI: 10.35699/1983-3652.2022.36941. Disponível em: https://periodicos.ufmg.br/index.php/textolivre/article/view/36941. Acesso em: 21 nov. 2024.