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Submitted July 7, 2022
Published 2022-07-07

Artículos

Vol. 5 No. 2 (2022): Revista Saberes APUDEP

GAMIFICATION AS A DIDACTIC STRATEGY IN VIRTUAL LEARNING ENVIRONMENTS FOR 11TH GRADE STUDENTS AT JOSÉ ANTONIO REMÓN CANTERA SCHOOL.


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Citación:
DOI: ND

Published: 2022-07-07

How to Cite

Esquivel, C., Ávila, Ángel, Espinosa, E., & Gálvez, D. (2022). GAMIFICATION AS A DIDACTIC STRATEGY IN VIRTUAL LEARNING ENVIRONMENTS FOR 11TH GRADE STUDENTS AT JOSÉ ANTONIO REMÓN CANTERA SCHOOL. Revista Saberes APUDEP, 5(2), 26–42. Retrieved from https://revistas.up.ac.pa/index.php/saberes_apudep/article/view/2990

Abstract

The use of technology in the classroom is nothing strange; however, technology is used as a kind of transversal tool that turns the student into a user only of the different applications and services. Evaluate the use of games with the SCRATCH tool improving logical and algorithmic thinking in the subject of computer programming This research will be conducted between the 1st and 2nd trimester of the 2021 school term, from March 2019 to mid-August 2021, in the 11th grade of the Bachelor of Science with emphasis in Computer Science at the José A. Remón Cantera School, Province of Panama. This project will be carried out to evaluate the use of games with the SCRATCH tool to improve logical and algorithmic thinking in the subject of computer programming, implementing new playful techniques to motivate the learning of the subject. The present research is framed within the quantitative-qualitative paradigm, due to the fact that data collection instruments with qualitative (qualities) and quantitative indicators will be applied.

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