Repository logo
  • English
  • Español
  • Log In
    Have you forgotten your password?
Universidad Tecnológica Indoamérica
Repository logo
  • Communities & Collections
  • Research Outputs
  • Projects
  • Researchers
  • Statistics
  • Investigación Indoamérica
  • English
  • Español
  • Log In
    Have you forgotten your password?
  1. Home
  2. CRIS
  3. Publications
  4. Using Unplugged Gamification in the Classroom in a Scenario with Limited Technological Access
 
Options

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

Journal
Lecture Notes in Educational Technology
Proceedings of TEEM 2023
ISSN
2196-4963
2196-4971
Date Issued
2024
Author(s)
Cleofe Genoveva Alvites-Huamani
Marcos Chacón-Castro
Luis Paredes
Karina Delgado-Valdivieso
Jadán Guerrero, Janio
Centro de investigación en Mecatrónica y Sistemas Interactivos
Type
book-chapter
DOI
10.1007/978-981-97-1814-6_11
URL
https://cris.indoamerica.edu.ec/handle/123456789/9608
Abstract
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
Subjects
  • active methodologies

  • Ecuador

  • Gamification

  • technological limitat...

  • Unplugged

Views
2
Acquisition Date
Sep 6, 2025
View Details
google-scholar
Downloads
Logo Universidad Tecnológica Indoamérica Hosting and Support by Logo Scimago

Built with DSpace-CRIS software - Extension maintained and optimized by 4Science

  • Cookie settings
  • Privacy policy
  • End User Agreement
  • Send Feedback