Gamification
Use the mechanisms of games to motivate learning.
Sessions
1 o 2 h
Number of students
All types of groups
Space
All types of space
This involves using features of game playing in a learning environment to capture students' attention, to motivate them and to promote their participation, as well as to improve problem solving. Gamification strategies include achievable challenges, quests, narratives, teams, feedback, reward systems, progress bars, etc. You can gamify an activity or an entire subject.
NUMBER OF STUDENTS PER GROUP:
The method can be applied to groups of all sizes: small, medium-sized and large.
DURATION:
Generally the duration of a conventional session lasting 1 or 2 hours.
TECHNOLOGICAL FACILITATORS:
Reward management platform (Atenea), online surveys (Kahoot!, Atenea, etc.).
BIBLIOGRAPHY:
- EduTrends: Gamificación.
Escamilla J, Fuerte K, Venegas E, Fernández K, Elizondo JM, Román R et. al, Monterrey: Observatorio de Innovación Educativa del Tecnológico de Monterrey. - Gamification: a systematic review of design frameworks.
Mora, A., Riera, D., González, C. et al, J Comput High Educ 29, 516–548 (2017). - Gamified learning in higher education: A systematic review of the literature.
Sujit Subhash, Elizabeth A. Cudney, Computers in Human Behavior, 87, 192-206 (2018).
INSPIRING EXPERIENCES:
- Montserrat Farreras
Professor at the Polytechnic School of Engineering of Vilanova i la Geltrú (EPSEVG) and the Department of Computer Architecture of the UPC, explains an experience of teaching innovation.
Game-Based Learning: Remembering that learning is fun and losing the fear of making mistakes
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