Gamificación en la universidad: una experiencia basada en el “bring your own device” en educación superior
[EN] Technological development offers several new opportunities to improve the quality of teaching. Under the ongoing task as a teachers of motivating and teaching how to learn to our students, we present the results of a session that consisted of two gamificated and groupal activities (quiz format)...
| Autores: | , , |
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| Tipo de recurso: | capítulo de libro |
| Fecha de publicación: | 2016 |
| 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:10251/94565 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/94565 |
| Access Level: | acceso abierto |
| Palabra clave: | Educación superior Enseñanza superior Tecnologías y educación Innovación educativa Gamificación Motivación Rendimiento Concurso |
| Sumario: | [EN] Technological development offers several new opportunities to improve the quality of teaching. Under the ongoing task as a teachers of motivating and teaching how to learn to our students, we present the results of a session that consisted of two gamificated and groupal activities (quiz format) and a single self-assessment, based all of them on the use of their own electronic enabled devices (bring your own device). This implies an enriching, fun and practical experience to approach the course, and it provided interesting feedback to continue implementing new technologies at the university. |
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