2024, Number 1
The student portfolio and gamification for the benefit of autonomous learning
Language: Spanish
References: 13
Page:
PDF size: 308.25 Kb.
ABSTRACT
Background: autonomous learning becomes more relevant at the university level; especially in recent years, when the student is the protagonist and controls its teaching-learning process. The student portfolio and gamification become novel and interactive tools to evaluate their level of academic and personal growth, encouraging self-criticism.Objective: describe the influence of the student portfolio and gamification on the achievement of autonomous learning and academic performance of students at the National Autonomous University of Honduras.
Methods: a descriptive research with a qualitative approach was carried out from September 2022 to May 2023. Theoretical methods were used: analysis-synthesis and induction-deduction; and empirical: observation, survey, test, content analysis and life stories.
Results: the students identified their limitations in their learning processes, so two important tools were applied to achieve autonomous learning: the portfolio and gamification, in order to improve their academic performance. The application of the postet demonstrated the effectiveness of the implementation of this type of learning.
Conclusions: the influence of the student portfolio and gamification on the achievement of autonomous learning and academic performance of students was positive. In their life stories they recognized this type of learning as a key tool to put knowledge into practice in their future profession.
REFERENCES
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Fuentes S, Rosario P, Valdés M, Delgado A, Rodríguez C. Autorregulación del Aprendizaje: Desafío para el Aprendizaje Universitario Autónomo. Rev Latinoamericana de Educación Inclusiva [Internet]. 2023 [citado 12/08/2024];17(1):21-39. Disponible en: https://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-737820230001000219.
Zambrano-Álava AP, Lucas-Zambrano LÁ, Luque Alcívar KE, Lucas Zambrano T. La gamificación: herramientas innovadoras para promover el aprendizaje autorregulado. Dominio de las Ciencias [Internet]. 2020 [citado 10/07/2024];6(3):349-369. Disponible en: https://dialnet.unirioja.es/descarga/articulo/8231614.pdf10.
Sarabia Guevara DA, Bowen Mendoza E. Uso de la gamificación en el proceso de enseñanza aprendizaje en carreras de ingeniería: revisión sistemática. Episteme Koinonia [Internet]. 2023 [citado 05/07/2024];6(12):20-60. Disponible en: https://ve.scielo.org/scielo.php?script=sci_arttext&pid=S2665-02822023000200020&lng=es&nrm=iso11.