Gamified Strategy for the Development of the Self-Regulation of Learning in 8TH graders students
Estrategia gamificada para el desarrollo de la autorregulación del aprendizaje en estudiantes de grado 8°
The Assensus journal has a Creative Commons license. The citation, use and partial or total reproduction of the contents is authorized by citing sources. For more information, see https://creativecommons.org/licenses/by-sa/4.0/deed.en
Show authors biography
The papers shows the influence of the ARAGAME strategy on the development of the self-regulation of the learning of grade 8 students of the Los Garzones Educational Institution of the city of Montería. The classroom gamification strategy (ARAGAME) was designed and implemented to develop self-regulation of learning. The study has a quantitative approach and is framed within the quasi-experimental design with two intact groups. The instruments were the pretest questionnaire before the intervention and the posttest at the end. We compared means with student t for related and independent samples (intra and intergroup). The results obtained were able to establish that the implementation of the strategy allowed to substantially improve the self-regulation of learning, especially the cognitive dimension and motivation compared to the average results of the control group, in addition to allowing the appropriation of theories, contents and knowledge through a satisfactory process and integral from everyday life.
Article visits 797 | PDF visits