Effects of gamification on critical thinking in elementary school students

Journal Title: Prohominum - Year 2024, Vol 6, Issue 4

Abstract

The objective was to analyze the effectiveness of gamification in the development of critical thinking in students of Basic General Education in the subject of mathematics. A quantitative, descriptive and comparative approach was used, based on a pre-experimental design (pre-test/post-test). The population included 74 students from the Abdón Calderón Educational Unit. A Critical Thinking Assessment questionnaire (23 items; α: 0.81) was applied. It contemplated the dimensions of interpretation, analysis, evaluation, inference, explanatory capacity and self-regulation. The gamification strategy had a playful and collaborative approach and included 10 face-to-face sessions, with durations ranging from 2 to 3 academic hours. The descriptive analysis included measures of frequencies and percentages by levels. For comparison, the non-parametric Wilcoxon Test (Wilcoxon-T) comparison test was used (H1: pretest < posttest; e.g. value < 0.05). Gamification had a significant impact on strengthening critical thinking. The findings demonstrate a considerable increase in skills at the level of dimensions and variable. The high skill levels of this type of thinking were significantly increased (Posttest > Pretest; e.g. value < 0.05). Evidence suggests that gamification, whencarefully designed and implemented, has the potential to have a positive impact on the development of critical thinking skills. Comparisons between the pre-test and the post-test have shown significant improvements. The field of study also faces several challenges, including context dependence, measurement problems, and the need for careful design to avoid potential factors such as distraction or overemphasis on extrinsic motivation. There is also a need for longitudinal studies and to specify the ethical implications

Authors and Affiliations

Jacqueline Marlene Chávez Suárez, Washington Oswaldo Ríos Ramón, Víctor Manuel Reyes, Adriana Gabriela Sequera Morales, Paula Francisca Davelouis Casana

Keywords

Related Articles

Emerging innovative trends in educational didactics:a perspective from virtuality

Educational Didactics constitutes a series of techniques and methodologies used by the Teacher to transmit knowledge to their students in a teaching and learning process in accordance with reality and...

Social responsibility as a means to strengthen research skills, research role and scientific production

Higher Education Institutions in Peru are subject to two complementary processes: Accreditation and Licensing. These study houses, at the local, regional and national level, put at risk obtaining approval i...

Preventive guide on personal defense for the female community in 2020

In the Ecuadorian population, crime and violence rates continueprogressing, and the majority of complaints filed are by gender female,demonstrating evidence of verbal, physical and psychological violence. In vi...

Assertive communication as a strategy against academic stress

A university student during his academic journey faces multiple pressures related to content management, peer pressure, questions from professors, economic uncertainty, adverse family situations, am...

Improving visual identity for entrepreneurs

The general objective of this research was determined to enhance communication skills through the improvement and good management of the visual identity of entrepreneurs in Ecuador. The methodology corres...

Download PDF file
  • EP ID EP753318
  • DOI https://doi.org/10.47606/ACVEN/PH0289
  • Views 2
  • Downloads 0

How To Cite

Jacqueline Marlene Chávez Suárez, Washington Oswaldo Ríos Ramón, Víctor Manuel Reyes, Adriana Gabriela Sequera Morales, Paula Francisca Davelouis Casana (2024). Effects of gamification on critical thinking in elementary school students. Prohominum, 6(4), -. https://europub.co.uk/articles/-A-753318