Impact of Gamified Activities on Learning in the Subject "Computer Equipment and Microinformatics Systems" Among Second-Year High School Students

Authors

  • Cristian Fernando Menéndez Esquivel Unidad Educativa “Los Guayacanes”, Ecuador
  • Karina Patricia Delgado Sabando Unidad Educativa Fiscal Cinco de Junio, Ecuador
  • Kenia Laurencio Rodríguez Universidad de Oriente, Santiago de Cuba, Cuba
  • Jorge Francisco Vera Mosquera Universidad Bolivariana, Ecuador

Keywords:

Teaching learning process, gamification, gamified activities, Educaplay

Abstract

Introduction: In Ecuador, the implementation of gamification in the educational environment is beginning to gain ground, although it still faces significant challenges in its adoption. However, recent studies indicate that its use can increase student motivation and interest, making learning more engaging and effective.
Materials and methods: In line with this, this research aims to design gamified activities to promote learning in the subject of Microcomputer Equipment and Systems. The type of research in this work is scientific, seeking to implement digital gamification as a tool to improve the teaching and learning process in the subject of Microcomputer Equipment and Systems.
Results: This research is current, as it uses modern terms and concepts that ensure the research remains up-to-date and relevant. Likewise, the use of gamified activities through the Educaplay platform and the CISCO PC Assembly Simulator is proposed as a means to motivate and improve student learning. Discussion: At the "Los Guayacanes" School, there is no proposal for the use of gamification to streamline the learning of the Microcomputer Equipment and Systems subject among second-year high school students.
Conclusions: The study conducted on the impact of gamified activities on the learning of the Microcomputer Equipment and Systems subject among second-year high school students at the "Los Guayacanes" School demonstrated that gamification, through digital platforms such as Educaplay and the CISCO PC Assembly Simulator, represents an innovative and effective strategy for improving student motivation and academic performance. The implementation of these tools made it possible to create a more interactive and dynamic learning environment, encouraging active participation and the development of technical skills in students.

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Published

2025-10-11

How to Cite

Menéndez Esquivel, C. F., Delgado Sabando, K. P., Laurencio Rodríguez, K., & Vera Mosquera, J. F. (2025). Impact of Gamified Activities on Learning in the Subject "Computer Equipment and Microinformatics Systems" Among Second-Year High School Students. Maestro Y Sociedad, 22(3), 2653–2667. Retrieved from https://maestroysociedad.uo.edu.cu/index.php/MyS/article/view/7182

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