The impact on academic performance using Classcraft
Keywords:
Gamification, Classcraft, Classcraft platform, learning processAbstract
Currently, it has been necessary for teachers to update themselves to work with new technologies, considering the situation experienced during the 2020-2021 lock-in, especially considering that new technological tools have been incorporated to support the teaching-learning process. Consequently, it is necessary to evaluate the functionalities of this type of tools to identify their impact within the classroom. this article shows the work carried out with a group of university level students, when addressing some topics of the subject probability and statistics using the Classcraft platform. through the application of a questionnaire to a sample of 38 university level students, we proceeded to review the relationship between academic performance and the variables: enjoyment, usefulness, support for learning and interaction shown when working with classcraft. the results obtained were analyzed using the one-way ANOVA statistical technique. It was found that there is no relationship between the variables and academic performance.
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