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Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores

dc.contributor.advisorRestrepo Calle, Felipe
dc.contributor.advisorRamírez Echeverry, Jhon Jairo
dc.contributor.authorCuervo Cely, Karen Daniela
dc.contributor.researchgroupPLaS - Programming Languages and Systemsspa
dc.date.accessioned2021-07-02T16:06:24Z
dc.date.available2021-07-02T16:06:24Z
dc.date.issued2021
dc.descriptionilustracionesspa
dc.description.abstractLa enseñanza-aprendizaje de la Programación de Computadores conlleva desafíos que implican buscar nuevas metodologías de enseñanza en la que el estudiante se involucre activamente. Actualmente las metodologías relacionadas con el juego son ampliamente utilizadas por los efectos que pueden generar en aspectos como la motivación, participación, rendimiento académico y compromiso en los estudiantes. La gamificación está inmersa en dichas metodologías haciendo referencia al uso de elementos relacionados con el juego en contextos ajenos al juego. En el área de la Programación de Computadores se han realizado estudios que integran la gamificación asistida por computador en contextos académicos, con el objetivo de evidenciar los efectos reales que genera el uso de elementos relacionados con el juego en procesos formativos. Generalmente los resultados cualitativos evidencian efectos destacables en los diferentes aspectos analizados, sin embargo distintos estudios donde realizan análisis cuantitativos contradicen dichos hallazgos y exponen que integrar la gamificación no genera efectos estadísticamente significativos en aspectos evaluados como la motivación, participación, rendimiento académico, entre otros. La revisión de literatura analizada evidencia la necesidad de realizar más estudios empíricos en los que se integre la gamificación con el propósito de comprender y demostrar los efectos reales que genera en los distintos aspectos formativos. Por lo cual, esta investigación tiene como propósito encontrar el efecto que la gamificación asistida por computador genera en la motivación por aprender de los estudiantes de Programación de Computadores. Para tal fin, se diseñó y llevó a cabo un estudio cuasi-experimental en el que se integró una herramienta gamificada en la metodología de un curso de Introducción a la Programación de Computadores. A través de una revisión de literatura y un análisis comparativo se realizó la selección de CodeGym como el ambiente gamificado asistido por computador apto para la integración dentro de la metodología de la clase. A continuación, se estableció el diseño del estudio cuasi-experimental en el que se planteó la metodología de la intervención educativa y la aplicación de los instrumentos para medir el constructo motivacional por medio del cuestionario de auto-informe MSLQ-Colombia y una encuesta de percepciones dirigida a los estudiantes que participaron en el estudio. En este estudio participaron 48 estudiantes distribuidos en dos grupos de control y uno experimental, quienes fueron seleccionados mediante la técnica de muestreo no probabilístico por conveniencia. La información recolectada permitió realizar un análisis estadístico de la variación de la motivación en cada uno de los grupos participantes. La información cuantitativa obtenida mediante el MSLQ-Colombia permitió evidenciar que los estudiantes del grupo experimental en el que se integró el ambiente gamificado en la metodología de la clase, incrementaron significativamente los niveles relacionados con valoración de la tarea, atribuyendo un mayor grado de importancia, utilidad, gusto o interés hacia las temáticas expuestas en la asignatura. Los resultados reportados en esta investigación permiten comprender mejor los efectos, beneficios, y desafíos que brinda la integración de la gamificación asistida por computador en los procesos de enseñanza-aprendizaje de la programación de computadores. (Texto tomado de la fuente)spa
dc.description.abstractThe teaching-learning of Computer Programming involves challenges that imply searching for new teaching methodologies in which the student is actively involved. Currently, methodologies related to games are widely used due to the effects they can generate in aspects such as motivation, participation, academic performance and student engagement. Gamification is immersed in these methodologies, referring to the use of game-related elements in non-game contexts. In the area of computer programming, studies have been conducted that integrate computer-assisted gamification in academic contexts, with the aim of demonstrating the real effects generated by the use of game-related elements in training processes. Generally, qualitative results show remarkable effects in the different aspects analyzed, however, different studies where quantitative analyses are performed contradict these findings and expose that integrating gamification does not generate statistically significant effects in evaluated aspects such as motivation, participation, academic performance, among others. The analyzed literature review shows the need to conduct more empirical studies in which gamification is integrated in order to understand and demonstrate the real effects it generates in the different formative aspects. Therefore, the purpose of this research is to find the effect that computer-assisted gamification has on the learning motivation of Computer Programming students. To this end, a quasi-experimental study was designed and carried out in which a gamified tool was integrated into the methodology of an Introduction to Computer Programming course. Through a literature review and a comparative analysis, the selection of CodeGym as the computer-assisted gamified environment suitable for integration into the classroom methodology was made. Next, the design of the quasi-experimental study was established in which the methodology of the educational intervention and the application of the instruments to measure the motivational construct by means of the self-report questionnaire MSLQ-Colombia and a survey of perceptions directed to the students who participated in the study were proposed. Forty-eight students participated in this study, distributed in two control groups and one experimental group, who were selected by means of a non-probabilistic convenience sampling technique. The information collected allowed a statistical analysis of the variation of motivation in each of the participating groups. The quantitative information obtained through the MSLQ-Colombia showed that the students in the experimental group in which the gamified environment was integrated into the classroom methodology, significantly increased the levels related to task valuation, attributing a higher degree of importance, usefulness, liking or interest in the topics presented in the subject. The results reported in this research allow a better understanding of the effects, benefits, and challenges provided by the integration of computer-assisted gamification in the teaching-learning process of computer programming. (Text taken from source)eng
dc.description.degreelevelMaestríaspa
dc.description.degreenameMagíster en Ingeniería - Ingeniería de Sistemas y Computaciónspa
dc.description.researchareaComputación aplicada - Educación en ingenieríaspa
dc.format.extent113 páginasspa
dc.format.mimetypeapplication/pdfspa
dc.identifier.instnameUniversidad Nacional de Colombiaspa
dc.identifier.reponameRepositorio Institucional Universidad Nacional de Colombiaspa
dc.identifier.repourlhttps://repositorio.unal.edu.co/spa
dc.identifier.urihttps://repositorio.unal.edu.co/handle/unal/79756
dc.language.isospaspa
dc.publisherUniversidad Nacional de Colombiaspa
dc.publisher.branchUniversidad Nacional de Colombia - Sede Bogotáspa
dc.publisher.departmentDepartamento de Ingeniería de Sistemas e Industrialspa
dc.publisher.facultyFacultad de Ingenieríaspa
dc.publisher.placeBogotá, Colombiaspa
dc.publisher.programBogotá - Ingeniería - Maestría en Ingeniería - Ingeniería de Sistemas y Computaciónspa
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dc.rightsDerechos Reservados al Autor, 2021
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessspa
dc.rights.licenseAtribución-NoComercial-SinDerivadas 4.0 Internacionalspa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/spa
dc.subject.ddc000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadoresspa
dc.subject.lembMétodo de enseñanza
dc.subject.lembEducational method
dc.subject.proposalGamificaciónspa
dc.subject.proposalProgramación de Computadoresspa
dc.subject.proposalEntornos gamificados asistidos por computadorspa
dc.subject.proposalComputer Programmingeng
dc.subject.proposalGamificationeng
dc.subject.proposalComputer-assisted Gamified Environmentseng
dc.subject.proposalMotivation in learningeng
dc.subject.unescoEnseñanza de la informática
dc.subject.unescoComputer science education
dc.titleEvaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadoresspa
dc.title.translatedEvaluation of the effect of computer-assisted gamification on the motivation of computer programming studentseng
dc.typeTrabajo de grado - Maestríaspa
dc.type.coarhttp://purl.org/coar/resource_type/c_bdccspa
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aaspa
dc.type.contentTextspa
dc.type.driverinfo:eu-repo/semantics/masterThesisspa
dc.type.redcolhttp://purl.org/redcol/resource_type/TMspa
dc.type.versioninfo:eu-repo/semantics/acceptedVersionspa
dcterms.audienceGeneralspa
oaire.accessrightshttp://purl.org/coar/access_right/c_abf2spa

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