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)...

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Detalles Bibliográficos
Autores: San Miguel, Teresa, Megías, Javier, Serna, Eva
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
Descripción
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.