Most higher education institutions, at least in Colombia, face a clearly demonstrated problem, the low knowledge level in basic sciences of the admitted students, particularly in mathematics. As an alternative to address this issue, this paper presents the use of a virtual environment with content of that specific knowledge domain and with a particular feature: the gamification as didactic strategy. A validation of such a proposal is also presented through a pre-calculus course in the National University of Colombia. The conclusions, after an experiment with 2263 students, were that those who used the ludified virtual environment showed in average an increase in their academic performance an approval percentage, as well as a reduction in the dropout percentage.
CITATION STYLE
Cadavid, J. M., & Gómez, L. F. M. M. (2015). Uso de un entorno virtual de aprendizaje ludificado como estrategia didáctica en un curso de pre-cálculo: Estudio de caso en la Universidad Nacional de Colombia. RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao, (16), 1–16. https://doi.org/10.17013/risti.16.1-16
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