DIGITAL LIBRARY
CREATIVE ONLINE CLASSES PLAYFUL LEARNING WITH GAMIFICATION
1 Universidad Técnica de Machala (ECUADOR)
2 Unidad Educativa Dr. Baltazar Aguirre (ECUADOR)
3 Escuela de Educación Básica Juan Ullauri (ECUADOR)
4 Colegio de Bachillerato Ismael Pérez Pazmiño (ECUADOR)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 9185-9190
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.1920
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
The time of confinement by the COVID-19 allowed us to move through that door called Information and Communication Technology, although it is true that the ICT are in the middle already for many years, but with little impact on Education since it has not been able to use its full potential, that is why thanks to the pandemic, we teachers were forced to change our place of comfort to adapt to this new way of teaching, this is where the need to implement new resources in the process of teaching learning, allowing to integrate new knowledge through games.

The development of creative online classes with gamification allowed the generation of new perceptions in the development of students' abilities. This research was developed under a mixed methodology complemented with empirical and systematic methods, essential characteristics of the scientific process; the applied techniques are based on interviews and surveys based on a Likert scale which allowed the collection of significant information by the actors, generating reliable results.

The research process was implemented during 4 months generating significant results and active participation of the teachers, where it was possible to observe that 90% of the students indicated that the strategies used in the development of virtual classes allowed understanding the established contents, besides 85% consider that the gamma techniques allowed acquiring significant learning of the topics.

These results allow corroborating what Karl M. Kapp (2012) indicates in how gamification can attract people, promote learning and solve problems, reaching the conclusion that playful learning with gamification allows the creation of creative online classes, forming significant learning in the time of virtual education
Keywords:
Gamification, Playful Learning, Virtual Education, COVID-19.