CRIS

Permanent URI for this communityhttps://cris-udd.scimago.es/handle/123456789/1

Browse

Search Results

Now showing 1 - 2 of 2
  • Some of the metrics are blocked by your 
    Item type:Publication,
    Innovative Learning Environments Through Social Media: Evaluation of Their Impact on Secondary Basic Education
    Education has evolved with the integration of information technologies, including the use of social media as innovative tools in educational technology. Although initially conceived for social interaction, platforms such as TikTok, WhatsApp, and Facebook have shown potential to enrich the learning environment and teaching-learning processes. In this context, a four-week didactic intervention was designed and implemented in seventh-year basic education students, focused on reinforcing knowledge in natural sciences through activities on social media. The methodology combined a quantitative and qualitative approach, with the application of surveys and pre- and post-intervention evaluations in three areas: electricity and energy, magnetism, atmosphere and climate. The results showed significant improvements in the categories of magnetism (Z = −3.918, p < 0.001) and atmosphere and climate (Z = −3.324, p = 0.001). However, no statistically significant difference was found in the category of electricity and energy (Z = −1.230, p = 0.219). This indicates that the intervention was more effective in certain areas, suggesting the need to adjust strategies for other topics. The effectiveness of using information technologies in education, particularly social media, to improve academic performance in specific areas is highlighted, proposing their potential as complementary teaching tools and the need to continue researching their application in various educational disciplines
      13
  • Some of the metrics are blocked by your 
    Item type:Publication,
    Dragon Ball Z, The Legendary Tribes: A Gamified Experience in English
    (2024)
    Harry Chica
    ;
    Marcos Chacón-Castro
    ;
    Gamification is a methodology as well as a ludic medium that is growing in popularity and is increasingly used to motivate students and enable active learning. The objective of this research is to design and evaluate a contextualized gamification such as “Dragon Ball Z” to improve the communicative skills of students in a high school in Colombia at A1 level of English. This study used a mixed non-experimental design approach, where an intervention was conducted with a sample of 22 high school students, divided into 4 groups (tribes). For the application, interactive digital tools were used in a series of 26 sessions composed of activities divided into “missions”, which allowed students to acquire English skills in a playful and participatory way. Students’ progress was assessed using rubrics and qualitative data were collected. Finally, it was shown to be a successful strategy for learning English; this methodology generated a playful, motivating and enriching environment, which promoted student participation, interest and meaningful learning. The results support the importance of using this type of strategies in language teaching, and suggest that contextualizing learning methods to the students’ current context can improve their academic performance and classroom participation.
      12