Quito, Ecuador
Sangolqui, Ecuador
The vertiginous advance of technology and the development of a globalised society demand that class sessions be more exciting and challenging. Gamification consists of a series of game-like activities that allow students to develop meaningful learning. The general objective of this research is to establish whether there is a relationship between the use of the Quizizz platform and meaningful learning in the subject of Research Projects in 6th and 8th semester students of the Faculty of Physical Culture. The research methodology is quantitative-correlational. The study population is 160 students enrolled in the subject of Research Projects. The sample is 151 students, 119 males (78.8%) and 32 females (21.2%).The age range fluctuated between 20 and 31 years and the average age was 24 years. The instrument was a Likert scale questionnaire. Descriptive and inferential statistics were applied. A high positive relationship was found between the use of Quizizz and meaningful learning (Rho 0.866). The high relationship found between the use of Quizizz and meaningful learning can serve as a guide to encourage teachers to implement this strategy favour.
© 2001-2026 Fundación Dialnet · Todos los derechos reservados