Vol. 23 No. 1 (2022): January - June
Articles

In-silico gene expression using gamification and challenge-based learning

César Augusto Peña Fonseca
Secretaría de Educación de Santander, Colombia
Efraín Hernando Pinzón Reyes
Universidad de Santander, Colombia
Elba Viviana Rueda
Universidad de Santander, Colombia
Jacqueline Calderón Ramírez
Universidad de Santander, Colombia
Jaime Martinez
Universidad de Santander, Colombia
Lina Marie Mejía-Páez
Universidad de Santander, Colombia
Edificio de Lógistica UIS

Published 2022-07-15

Keywords

  • learning,
  • challenges,
  • gamification,
  • genetics,
  • scientific thinking

How to Cite

Peña Fonseca , C. A., Pinzón Reyes, E. H. ., Rueda, E. V., Calderón Ramírez , J., Martinez, J. ., & Mejía-Páez, L. M. (2022). In-silico gene expression using gamification and challenge-based learning. Revista Docencia Universitaria, 23(1), 69–86. https://doi.org/10.18273/revdu.v23n1-2022005

Abstract

immersive learning using gamification represents an opportunity to strengthen scientific thinking skills during the learning of genetic expression, empowering students to understand the processes that establish the functioning of living beings and the molecular-scale relationships between various organisms, through experimentation, rational thinking to solve challenges and the interpretation of results. At the same time they acquire skills in the use of digital tools with immersion processes that allow the representation of reality. For this, the level of competencies determined by the tests of the Colombian Institute for the Evaluation of Education (ICFES) was specified, the learning strategy was designed and applied, relating the thematic contents in the gamified activities and finally the results obtained by students, in search of relationships that would explain how the strategy managed to increase the level of skills observed in the exit test, where there is a 70% reduction in the proportion of students who were initially located in the lowest level of performance , results obtained effect of the repetition of the activities according to the proposed strategy with a confidence level of 90%.

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