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WorldCist'22 - 10th World Conference on Information Systems and Technologies

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Gamification For Learning Aymara Vocabulary In Students From Peru

The Aymara language is the bearer of Andean science, technology, art, and religiosity, which through relevant teaching students have the possibility of assimilating, regardless of discrimination and with great respect for linguistic plurality, the immeasurable wealth of the nation. The main objective of the research was to determine the results of the learning level of Aymara vocabulary using Quizizz as a gamification tool, in students of the secondary level of a public educational institution in the city of Tacna in the year 2020. The type of research was applied and pre-experimental design; the research method was hypothetical-deductive. In or-der to obtain data, an entrance test and an exit test were applied. The results indi-cated that after the exit test, 68.75% of the students reached an outstanding level of achievement; 31.25% were at the expected level of achievement, and none were at the level in process or beginning. From the results obtained, it can be affirmed that students had significant improvements due to the implementation of gamification elements, which made their learning more dynamic, motivating, and self-sufficient. The students learned at their own pace, recognizing their strengths and weaknesses in their learning of Aymara vocabulary. It can be concluded that the application of gamification elements in language teaching not only improves academic results, but also strengthens the student's autonomous learning in achieving the proposed objectives.

Kevin Mario Laura-De La Cruz
Universidad Privada de Tacna
Peru

Stefany Juliana Noa-Copaja
Universidad Nacional Jorge Basadre Grohmann
Peru

Ernesto Pino-Nina
Universidad Nacional Jorge Basadre Grohmann
Peru

Silvia Milagritos Bazán-Velásquez
Universidad Nacional Jorge Basadre Grohmann
Peru

Cecilia Claudia Montesinos-Valencia
Universidad Privada de Tacna
Peru

 


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