Gamificación con realidad aumentada para enseñar poesía popular: integrando sabiduría local

Autores/as

DOI:

https://doi.org/10.47197/retos.v67.114728

Palabras clave:

Educación, gamificación, poesía popular, realidad aumentada, sabiduría local

Resumen

Introducción: La exploración de desarrollos tecnológicos en el aprendizaje se ha convertido en una preocupación para muchas partes en la actualidad. Uno de ellos es la tecnología de Realidad Aumentada (RA) basada en gamificación que se presenta con un toque de sabiduría local en el aprendizaje de la poesía popular. El desarrollo de medios de aprendizaje de poesía popular con tecnología RA y gamificación se aplicó a dos grupos de clase, a saber, el grupo de control y el grupo experimental.

Objetivo: La hipótesis de esta investigación plantea una diferencia significativa en la comprensión e interés de los estudiantes por la poesía popular antes y después de usar Medios de Aprendizaje con Técnicas de Gamificación Basadas en Realidad Aumentada.

Metodología: Esta investigación utiliza el modelo de desarrollo ADDIE en las etapas de implementación y evaluación. Se analizaron a estudiantes de séptimo grado de Educación Secundaria. El modelo de análisis cualitativo interactivo consta de (1) reducción de datos, (2) visualización de datos y (3) conclusión o verificación. El análisis cuantitativo empleó estadísticas de prueba ANOVA.

Resultados: Según los análisis de ANOVA y prueba t, el desarrollo tecnológico digital ha influido significativamente en la educación. Los medios de poesía popular con tecnología RA y gamificación demostraron alta efectividad como medio de aprendizaje, con un promedio superior al 90% para 14 indicadores y 88% para 1 indicador.

Conclusiones: La investigación encontró que los medios de aprendizaje diseñados según la sabiduría local de Sumatra Occidental proporcionan conexión emocional y fortalecen la comprensión estudiantil. La tecnología de Realidad Aumentada basada en gamificación ofrece una experiencia de aprendizaje inmersiva e interactiva que facilita la comprensión del material educativo.

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17-04-2025

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Artículos de carácter científico: investigaciones básicas y/o aplicadas

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Wulandari, Y., Rahmat, W., Kurniawan, M. A., & Wirawati, D. (2025). Gamificación con realidad aumentada para enseñar poesía popular: integrando sabiduría local. Retos, 67, 888-902. https://doi.org/10.47197/retos.v67.114728