Gamification with technological tools to strengthen the learning of high school students

Authors

Keywords:

gamification, technological tools, meaningful learning, academic performance

Abstract

Objective: To design a system of gamification activities supported by technological tools for high school students in the subject of Science and Technology. Methods. A mixed-approach, applied, cross-sectional, and experimental research approach was developed. Theoretical methods were used for the critical analysis of the application of technological resources in the teaching-learning process, and empirical methods (observation, document review, surveys) were used for diagnosis. Mathematical statistics were used to validate the instruments and compare the results before and after the activity system was implemented. Results: Improvements were shown in the levels of technological resource utilization (69%), gamification of the teaching process (59%), and, consequently, greater motivation (46.07%), skills (55%), and academic performance of students (59.09%). Likewise, 71% of teachers rated the proposal positively. Conclusion: The gamification activity system, with digital and printed tools, constitutes a valuable resource for learning and improving academic performance. It reinforces the premise of education as a conduction and active process by fostering interaction between teachers and students within the teaching process.

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Published

2025-07-12

How to Cite

Mora Ramírez , F. G., Valdivia Miranda , D. L., Parreño Sánchez , J. del C., & Reigosa Lara , A. (2025). Gamification with technological tools to strengthen the learning of high school students. Atenas, (63 (enero-diciembre) En edición). Retrieved from https://atenas.umcc.cu/index.php/atenas/article/view/1241