Gamificación en la universidad II: aprendemos a divertirnos enseñando. Se divierten aprendiendo

[EN] After the success last year using gamification as a motivating method in the degree of Biomedical Engineering (UV-UPV), we introduce it this year in degree in Podiatry (UV). On the basis of the results of our first study, we focus on the use of Kahoot application in order to improve our student...

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Detalles Bibliográficos
Autores: San Miguel, Teresa, Megías, Javier, Serna, Eva
Tipo de recurso: capítulo de libro
Fecha de publicación:2017
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:español
OAI Identifier:oai:riunet.upv.es:10251/105789
Acceso en línea:https://riunet.upv.es/handle/10251/105789
Access Level:acceso abierto
Palabra clave:Educación superior
Enseñanza superior
Tecnologías y educación
Innovación educativa
Ludificación
Gamificación
KAHOOT
Motivación
TIC
m-learning
Descripción
Sumario:[EN] After the success last year using gamification as a motivating method in the degree of Biomedical Engineering (UV-UPV), we introduce it this year in degree in Podiatry (UV). On the basis of the results of our first study, we focus on the use of Kahoot application in order to improve our students’ motivation and subsequently, their califications. Despite the short timeexperience, the improvement in academic results has been evident. Although it could be due to many causes, it has been influenciated by this action. In addition, during the development of this type of activity the involvement and fun of our students does not cease to amaze us. They enjoy their successes and also their failures. We enjoyed with an spectacular feedback, which was almost non-existent during the classic class format.