Gamified Virtual Learning Environment for the Ecuadorian curriculum

Authors

  • Jimmy Muñoz personal

Keywords:

GAMIFICACIÓN, EDUCACIÓN, TECNOLOGÍAS PARA EL APRENDIZAJE Y EL CONOCIMIENTO, ENTORNO VIRTUAL DE APRENDIZAJE, AULA INVERTIDA, RECURSOS EDUATIVOS DIGITALES

Abstract

GAME MATH is a Virtual Learning Environment (EVA), whose design is based on the phases of inverted classroom and gamification, which is managed by a Learning Management System (LMS). This educational tool has been applied since 2016 in an educational institution in the city of Cuenca, where it is used by nearly 400 students for the subjects of Mathematics, Natural Sciences, Language and Literature, Social Studies and school projects, at the elementary, middle and high school level. Its main characteristics are the didactic sequences according to the Ecuadorian curriculum, and its digital educational resources such as VideoQuiz with collaborative forums, interactive infographics, workshops or games, and knowledge tests. Currently, an autonomous web service EVA has been implemented that has given free access to approximately 250 users, including teachers and students from all over Ecuador.

Downloads

Download data is not yet available.

References

Cantador, I. (2016). LA COMPETICIÓN COMO MECÁNICA DE GAMIFICACIÓN EN EL AULA (pp. 1-131). Recuperado de https://core.ac.uk/download/pdf/78545392.pdf
Hinojo, F. J., Aznar, I., Romero, J. M. &, & Marín, J. A. (2019). Influencia del aula invertida en el rendimiento académico. Una revisión sistemática. Campus Virtuales, 8(1), 9-18. Recuperado de http://uajournals.com/ojs/index.php/campusvirtuales/article/view/384/300
Holguin, J., Taxa, F., Flores, R., & Olaya, S. (2019). Proyectos educativos de gamificación por videojuegos. Edmetic, 9(1), 80-103. https://doi.org/10.21071/edmetic.v9i1.12222
Ministerio de Educación. (2016). Currículo de los niveles de Educación Obligatoria. Ministerio de Educación del Ecuador, 1320. https://doi.org/10.1103/PhysRevB.86.205105
Ministerio de Educación del Ecuador. (2018). Enfoque de la Agenda Educativa Digital Enfoque de la Agenda Educativa Digital. Quito. Recuperado de http://www.siteal.iipe.unesco.org/sites/default/files/sit_accion_files/siteal_ecuador_5017.pdf
Nicolau, R. (2017). SAMR.br: um modelo para análise de usos educativos de tecnologias da Era Digital. Anais do XXIII Workshop de Informática na Escola (WIE 2017), 1(Cbie), 155. https://doi.org/10.5753/cbie.wie.2017.155
Posligua, J., Vallejo, B., & Pazmiño, E. (2017). La multimedia interactiva como herramienta básica en el aprendizaje de computación para el tercer año de educación general básica. Polo del Conocimiento, 2(6), 169-205. https://doi.org/10.23857/casedelpo.2017.2.6.jun.169-205
Ruth, A., Santos, P., Cortés, O., & Camargo, C. A. (2017). Hacia La Transformación De La Práctica Docente: Modelo Espiral De Competencias TIC-TAC-TEP. Pixel-Bit: Revista de medios y educación, 51, 37-51. https://doi.org/10.12795/pixelbit.2017.i51.03

Published

2020-05-26

How to Cite

Jimmy Muñoz. (2020). Gamified Virtual Learning Environment for the Ecuadorian curriculum. Mamakuna, (14), 114–115. Retrieved from https://revistas.unae.edu.ec/index.php/mamakuna/article/view/357