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Using Unplugged Gamification in the Classroom in a Scenario with Limited Technological Access

2024 , Cleofe Genoveva Alvites-Huamani , Marcos Chacón-Castro , Luis Paredes , Karina Delgado-Valdivieso , Jadán Guerrero, Janio

Nowadays, human actions tend to be directed towards digital environments. Access to information and communication has increased exponentially for general society with the advancement of technology, so it is vital that social actors have access to technology. However, in schools in developing countries such as Ecuador, there are still limitations in technological infrastructure. In this context, this study presents the procedure carried out to design and implement the unplugged gamification proposal, that is, without the use of technology in the classroom, due to limited access to technological resources and personnel with a lack of training in the application of technologies. For the development of the proposal, a series of sequential processes of four phases were followed, which were planning and organization phase I, initiation of the investigation (Situational Diagnosis) phase II, which allowed deciding to carry out disconnected gamification, design and structure, phase III and finally the implementation of the disconnected gamification phase IV. The situational diagnosis carried out with 44 teachers from a public school in rural Ecuador revealed that gamification without technology is an effective alternative in environments with limited access to infrastructure and technological equipment

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Publication

Flipped classroom as a learning strategy in reading comprehension: A case study of higher education

2023 , Burbano-Anacona, Wilmer Efraín , López Aguilar D.V. , Penaherrera D.I.G. , Paredes Jimenes, Christian Luis

This research carries out a study on the inverted class as a learning strategy in the reading comprehension of university students; taking into consideration that the currently inverted class as a didactic strategy promotes significant learning in students. The objective of this research is to analyze the use of the flipped classroom to improve reading comprehension in the English language in university students. The research is of an experimental nature through a quantitative and qualitative information approach, this allows the data obtained to be classified according to the perceptions of the study population and then planned, and then tabulated to measure the trend they had and therefore, the ADDIE methodology is applied for the development of the gamification resources that were used in the development of the teaching-learning process of the English classes; As a technique, the survey was applied both in the pre-test and in the post-test; Likewise, the technology acceptance model was applied in order to know if the resources applied in the flipped classroom were the most appropriate, as well as the investigation by means of testing the hypothesis that the flipped classroom as a learning strategy improves reading comprehension in university students in the area of English. The results obtained in this experimentation with third-level English students were quite positive, where it was possible to show that when applying the flipped classroom, as well as the gamification resources in synchronous and asynchronous classes, creativity, motivation and collaborative work in the reading comprehension of this language. Finally, it is concluded that the flipped classroom as a learning strategy is directly related to the new educational models that can be used in all fields of knowledge; which allows for breaking the digital gap that exists; Likewise, the student can study according to her learning style; at his own pace, mode, and time that he deems necessary for the generation of knowledge. © 2023 IEEE.