Análisis De La Implementación Del Escape Room Digital En El Proceso De Enseñanza-Aprendizaje En Unidades Educativas Unidocentes.
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Fecha
2021-03
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Universidad de Guayaquil: Facultad de Ciencias Administrativas
Resumen
Estrategias basadas en gamificación como Escape Room Digital promueven un aprendizaje activo, creando un ambiente ameno para reforzar y evaluar contenidos además de fomentar el desarrollo de competencias requeridas en la era digital. Bajo este criterio se buscó determinar la incidencia de la implementación del escape room digital como estrategia didáctica para mejorar el proceso de enseñanza-aprendizaje en Unidades Educativas Unidocentes de la provincia de Los Ríos. Se planteó un alcance descriptivo con enfoque cualitativo mediante un diseño investigación-acción. La población se conformó por alumnos de quinto, sexto y séptimo EGB además de docentes-directores de las unidades de estudio a quienes se aplicó una entrevista, encuesta y una lista de cotejo como instrumentos. Concluyendo que; con escape room digital se logró mantener comprometidos y motivados a los estudiantes en contenidos donde registraban una baja participación, además, potenció competencias como: trabajo colaborativo, creatividad, gestión de tiempo y resolución de problemas.
Strategies based on gamification such as the Digital Escape Room promote active learning, creating an enjoyable environment to reinforce and evaluate content, in addition to promoting the development of competencies required in the digital era. Under this criterion, we sought to determine the impact of the implementation of the digital escape room as a didactic strategy to improve the teaching-learning process in single-teacher educational units in the province of Los Ríos. A descriptive scope with a qualitative approach was proposed through an action-research design. The population consisted of fifth, sixth and seventh EGB students as well as teachers-directors of the study units to whom an interview, a survey and a checklist were applied as instruments. The conclusion was that the digital escape room was able to keep students engaged and motivated in contents where they had low participation, and it also enhanced competencies such as collaborative work, creativity, time management and problem solving.
Strategies based on gamification such as the Digital Escape Room promote active learning, creating an enjoyable environment to reinforce and evaluate content, in addition to promoting the development of competencies required in the digital era. Under this criterion, we sought to determine the impact of the implementation of the digital escape room as a didactic strategy to improve the teaching-learning process in single-teacher educational units in the province of Los Ríos. A descriptive scope with a qualitative approach was proposed through an action-research design. The population consisted of fifth, sixth and seventh EGB students as well as teachers-directors of the study units to whom an interview, a survey and a checklist were applied as instruments. The conclusion was that the digital escape room was able to keep students engaged and motivated in contents where they had low participation, and it also enhanced competencies such as collaborative work, creativity, time management and problem solving.
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Palabras clave
ESCAPE ROOM DIGITAL, PROCESO DE ENSEÑANZA, APRENDIZAJE, GAMIFICACIÓN, ESTRATEGIAS DIDÁCTICAS INNOVADORAS, COMPETENCIAS TRANSVERSALES.
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