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Submitted May 22, 2025
Published 2025-07-31

Artículos

Vol. 9 No. 2 (2025): Revista Científica Orbis Cognita

Gamification and its influence on the learning of students in the Pedagogy of Experimental Sciences and Computer Science program in Ecuador


DOI https://doi.org/10.48204/j.orbis.v9n2.a7328

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References
DOI: 10.48204/j.orbis.v9n2.a7328

Published: 2025-07-31

How to Cite

Coloma Carrasco, A. L., Alvarado Cerezo, B. A., Pilataxi Vera, M. E., & Manuel Alberto, S. O. (2025). Gamification and its influence on the learning of students in the Pedagogy of Experimental Sciences and Computer Science program in Ecuador. Revista Científica Orbis Cógnita, 9(2), 9–31. https://doi.org/10.48204/j.orbis.v9n2.a7328

Abstract

This research addresses the integration of gamification into the learning of students in the

P.C.E.I. program at the Technical University of Babahoyo. The general objective is to determine the influence of gamification on student learning, as well as to understand, identify, and analyze how gamification is developed academically. The project's justification seeks to understand how gamification fosters participatory attitudes in students, promoting meaningful and effective learning. Gamification is highlighted as a set of innovative tools or software that seek ways to convert the learning process into an adaptable and encouraging experience. The methodology is descriptive with a mixed approach, combining qualitative and quantitative methods, based on collecting information that supports educational theory and practice. The proposed techniques and instruments include bibliographical consultation and surveys, which direct the research to a collection of detailed and accurate information. The results obtained from the survey data indicate that educational strategies that incorporate gamification as an educational tool optimize the understanding of academic content and promote student motivation. This indicates that gamification is an effective learning technique for fostering the development of educational content. In conclusion, the implementation of gamification in education is recommended, given that it has proven beneficial for improving the learning and concentration of students in the P.C.E.I. program from April to September 2023.

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