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Resumen de Gamemaker as an instrument to create educational resources based on game elements

M. Acosta, R. Cabrera, J. Montaguano, W. Leon, J. Morocho, A. Toala

  • The use of technological resources for the development of academic activities that allow the incentive of motivation in the educational processes has had a significant rise since the appearance of the (TAC) technologies for learning and knowledge. From this perspective, the objective is to diminish the problem of demotivation that affects the academic performance of students in the process of teaching and learning. Consequently, the objective of the study is the development of a didactic resource model based on gamification elements using Game Maker Studio. It should be mentioned that the present research was carried out based on connectivism taking the contributions of Siemens and Downes that allow the articulation of new forms of knowledge. Likewise, the methodology used corresponded to a mixed approach with 25 participants and to obtain information, an observation guide, interview and survey were applied as data collection instruments. The results obtained showed that 84% of the students obtained a more active participation, 72% improved their concentration and 76% had an excellent understanding of the subject, establishing that the motivational process generates a greater interactivity in the development of the class. Finally, it can be affirmed that the insertion of didactic resources based on games allows the incorporation of innovative strategies that open new opportunities in the learning of the contents.


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