About this paper

Appears in:
Pages: 7258-7266
Publication year: 2018
ISBN: 978-84-697-9480-7
ISSN: 2340-1079
doi: 10.21125/inted.2018.1705

Conference name: 12th International Technology, Education and Development Conference
Dates: 5-7 March, 2018
Location: Valencia, Spain

THE INFLUENCE OF THE USE THE GAMIFICATION TO IMPROVE ACADEMIC PERFORMANCE IN HIGH SCHOOL STUDENTS

B. Villegas Aguilera1, E. Alvarado Martínez1, M. Meza Mejía2

1Universidad Autónoma de Nuevo León (MEXICO)
2Universidad Panamericana (MEXICO)
Society today is faced with a number of changes that have developed from the incorporation of new information and communication technologies, digital applications and social networks, which have been used each time more easily and frequently by people of all ages and social strata.

This has led to that within the formal education, mainly at the high school, consider the possibility of integrating technological tools in educational plans and programs in order to generate greater innovation and respond to the needs of the new learners.

For the development of the present investigation is considered necessary the search of learning and teaching strategies based on the new educational trends, such as the Gamification, in order to promote behaviors and habits that lead students to the development of competences and improve academic outcomes. In addition, it is intended to know the influence of the use of the Gamification to improve the academic performance of high school students.

In order to develop the present study, we will make use of the Inventory of Learning Strategies and Study (Fernández Liporace, Alvarez & Uriel, 2010) which will help in obtaining the desired information. The question is: how does the use of the Gamification will contribute to the improvement of the academic performance? For which, it will be necessary to consider the partial evaluations and activities gamified that were implemented during the academic period from August to December 2017.
@InProceedings{VILLEGASAGUILERA2018INF,
author = {Villegas Aguilera, B. and Alvarado Mart{\'{i}}nez, E. and Meza Mej{\'{i}}a, M.},
title = {THE INFLUENCE OF THE USE THE GAMIFICATION TO IMPROVE ACADEMIC PERFORMANCE IN HIGH SCHOOL STUDENTS},
series = {12th International Technology, Education and Development Conference},
booktitle = {INTED2018 Proceedings},
isbn = {978-84-697-9480-7},
issn = {2340-1079},
doi = {10.21125/inted.2018.1705},
url = {http://dx.doi.org/10.21125/inted.2018.1705},
publisher = {IATED},
location = {Valencia, Spain},
month = {5-7 March, 2018},
year = {2018},
pages = {7258-7266}}
TY - CONF
AU - B. Villegas Aguilera AU - E. Alvarado Martínez AU - M. Meza Mejía
TI - THE INFLUENCE OF THE USE THE GAMIFICATION TO IMPROVE ACADEMIC PERFORMANCE IN HIGH SCHOOL STUDENTS
SN - 978-84-697-9480-7/2340-1079
DO - 10.21125/inted.2018.1705
PY - 2018
Y1 - 5-7 March, 2018
CI - Valencia, Spain
JO - 12th International Technology, Education and Development Conference
JA - INTED2018 Proceedings
SP - 7258
EP - 7266
ER -
B. Villegas Aguilera, E. Alvarado Martínez, M. Meza Mejía (2018) THE INFLUENCE OF THE USE THE GAMIFICATION TO IMPROVE ACADEMIC PERFORMANCE IN HIGH SCHOOL STUDENTS, INTED2018 Proceedings, pp. 7258-7266.
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