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Innovación educativa (México, DF)
versión impresa ISSN 1665-2673
Resumen
PULGARIN-ARIAS, Laura; PINZON-SALAZAR, Sebastián; OSPINA-CANO, Sarah y QUIROZ-GONZALEZ, Eliana.
The application of gamification in the classroom makes it possible to create innovative and significant teaching-learning scenarios that impact the involvement of teaching work. In this study, an evaluation instrument was designed and validated on the knowledge, attitudes and practices of gamification in teachers and, to quantify the content validity by judges’ criteria, the V-Aiken coefficient was used (a value ≥ 0.7 was considered) and confidence intervals were calculated. The six experts who participated evaluated the clarity, coherence, relevance, and sufficiency of the 54 proposed items and their three dimensions (knowledge, attitudes, and practices). A structure of the instrument of 46 items is confirmed. The results and contributions to the teaching-learning processes in education are discussed. It is concluded that the KAP-TG is a valid tool in the population under study.
Palabras llave : Attitudes; education; gamification; learning; measurement instrument; teaching; teaching skills.