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Browsing by Author "Puruncajas Silva Oscar Fabián"

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    La Gamificación en el aprendizaje de los fundamentos técnicos de Taekwondo en estudiantes de Bachillerato General
    (Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Educación Física y Deporte, 2025-04-28) Puruncajas Silva Oscar Fabián; Villalba Garzón Gabriela Alexandra; Universidad Técnica de Ambato-Facultad de Ciencias Humanas y de la educación -Maestría en Educación con Mención en Educación Física y Deporte
    Gamification has established itself as an innovative methodology in education, especially in areas requiring high motivation and discipline, such as Taekwondo. This martial art's countless attack and defense techniques promote understanding and proper execution of various technical fundamentals. Thus, the research aimed to determine the impact of gamification on the learning of the technical fundamentals of Taekwondo among Unified General Baccalaureate students at the UK International School in Ambato. To this end, a quantitative, quasi-experimental approach was used with an observation method involving 26 high school students. A pre- and post-intervention observation sheet was used to evaluate their execution of the technical fundamentals of Taekwondo, using a Likert scale ranging from 1 to 5. The results were converted into numerical data and statistically processed in SPSS, identifying that the sample was not normal and using non-parametric criteria. The findings identified that the students were not at a good level of mastery of the technical fundamentals, being very low and low. Therefore, the need for an intervention for their learning and mastery was evident. Thus, a series of structured activities were carried out that incorporated games and their elements for teaching Taekwondo in the educational context. Thus, it is concluded that the application of a gamification program achieved a significant impact on the learning of the technical fundamentals of Taekwondo in high school students, going from very low and low levels to very high and high, demonstrating the effectiveness of the game and the strategies derived from it such as reward, incorporation of narrative, timely feedback, teamwork, motivation, among others.

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