The Impact of Gamified Education on Children and Adolescents in STEAM Education as a future Teaching Methodology in Remote Areas of the Arequipa Region - Peru

Juan Diego Cerrón Salcedo, Jair Jesus Leon Lucano, Olger Gutierrez Aguilar, Alberto Jesús Torres Hinostroza

Research output: Contribution to journalConference articlepeer-review

Abstract

The main objective of this study is to analyze how teachers adopt gamified practices for didactic purposes to achieve positive behaviors in the active motivation of students. The study was carried out in tambos in the Arequipa and Huancayo regions, and a questionnaire was administered to students to validate the information. The study also observed the degree of interest or rejection that the methodology generates. The methodology used was non-experimental and had two well-defined phases. First, an exploratory factor analysis was performed, which aimed to condense the information in original variables into smaller series. Second, a confirmatory factor analysis was performed using structural equation modeling. The results of the study show that the viability of dynamic resources of competition and challenges has a positive influence on the inclusion of students in gamification. The partial least squares structural equation model was calculated for these data based on an exploratory-confirmatory model and using SmartPLS version 4.0.

Original languageEnglish
Pages (from-to)184-194
Number of pages11
JournalCEUR Workshop Proceedings
Volume3691
StatePublished - 2023
Event2023 International Congress on Education and Technology in Sciences, CISETC 2023 - Zacatecas, Mexico
Duration: 4 Dec 20236 Dec 2023

Keywords

  • didactic
  • Fabrication Laboratory
  • Gamification
  • SEM
  • SMART PLS
  • STEAM

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