Experiencias en la aplicación de la gamificación en 1º Curso de Grado de Ciencias de la Salud
[EN] This paper analyzes the use of gamification in university education. Gamification is the term used to refer to the application of game mechanics in areas in which gaming is not typically used. Our working hypothesis is based on the idea that gaming can be a tool to promote the reinforcement of...
| Autores: | , , |
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| Tipo de recurso: | capítulo de libro |
| Fecha de publicación: | 2015 |
| 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:10251/93483 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/93483 |
| Access Level: | acceso abierto |
| Palabra clave: | Educación superior Enseñanza superior Tecnologías y educación Innovación educativa Gamificación Trabajo colaborativo Aprendizaje activo Motivación |
| Sumario: | [EN] This paper analyzes the use of gamification in university education. Gamification is the term used to refer to the application of game mechanics in areas in which gaming is not typically used. Our working hypothesis is based on the idea that gaming can be a tool to promote the reinforcement of the concepts taught in the lecture. One of our objectives was to know the features that a game targeted at university students should include. To figure it out, we proposed two game types and a third option that combines both games. In order to assess whether the game is effective on consolidating concepts and improving attentiveness compared to the lecture, we did a survey on students and we analyzed their responses. Our conclusions are that the game should be competitive, dynamic and developed in groups. So, lecture supporting gamification sessions can be really effective in the learning process |
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