Gamification in higher education: innovative experience to motivate students and stimulate content in the classroom
DOI:
https://doi.org/10.21556/edutec.2018.63.927Keywords:
gamification, student motivation, learner engagement, Higher educationAbstract
This article presents a gamification teaching strategy whose objective is to motivate students and boost the development of content in the classroom. The experience with 86 students of 3 undergraduate groups of the University of La Sabana in the subject of digital basic competence. It was implemented in three moments, 1) presentation of the characteristics (interaction, dynamics and mechanics of the game, 2) exploration of the registration and tracking platform (ClassDojo) and 3) points score of each player (student). The focus of the research was quantitative and descriptive design. The students answered an ad hoc questionnaire to assess its impact, the results show a high level of acceptance of the motivation strategy that favors learning and content development in the classroom.
Funding
Centro de Tecnologías para la Academia (CTA)
Universidad de La Sabana
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