Gamification as a Technological Tool for Learning in Higher Education DOI: https://doi.org/10.37843/rted.v9i2.144
Main Article Content
Abstract
This research presents gamification as an innovative technology that the teacher can apply in the subjects of the higher educational level, with the purpose of increasing the interest of the students in the study, and what to see reflected in the academic performance of the university students. The advancement of game and training technology has brought education in such a way that currently the teacher has to find strategies and tools for the most interesting sea learning process for students. That is why, with this objective, the investigation of different current gamification tools with impact in the classroom was carried out as an effective strategy for learning the subjects. The qualitative approach allows us to apply a documentary-bibliographic research, facilitate the review and comparison of three tools, determine what offers the greatest benefits, both to teachers and students, therefore, it is concluded that the tool called Quizizz is the most Complete The use of this tool, hand in hand with the creativity of the teacher in the design of dynamic activities as a game, improves the performance and results of the students in the subjects. However, it must be considered that the efficiency measure of the affected results does not only depend on the tools, other factors that may affect these results.
Downloads
Metrics
Article Details
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Those authors who have publications in our journal accept the following terms:
- When a work is accepted for publication, the author retains rights of reproduction, distribution of his/her article for exploitation in all countries of the world in the format provided by our magazine and any other magnetic medium, optical, and digital.
- Authors will retain their copyright and guarantee the journal the right first to publish their work, which will be simultaneously subject to the Creative Commons Acknowledgment License (Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)). That allows third parties to copy and redistribute the material in any medium or format, under the following conditions: Acknowledgment - You must properly acknowledge authorship, provide a link to the license, and indicate if any changes have been made. You may do so in any reasonable way, but not in a way that suggests you have the licensor's endorsement or receive it for your use. NonCommercial - You may not use the material for a commercial purpose. NoDerivatives - If you remix, transform, or build from the material, you cannot broadcast the modified material. There are no additional restrictions - You cannot apply legal terms or technological measures that legally restrict you from doing what the license allows.
- Authors may adopt other non-exclusive license agreements to distribute the published version of the work (e.g., deposit it in an institutional archive or publish it in a monographic volume) provided that the initial publication in this journal is indicated.
- Authors are allowed and recommended to disseminate their work through the Internet (e.g., in institutional telematic archives, repositories, libraries, or their website), producing exciting exchanges and increasing the published work's citations.
- Request of withdrawal an article has to be done in writing by the author to the Editor, becoming effective after a written response from the Editor. For this purpose, the author or authors will send correspondence via e-mail: [email protected].
- The author will not receive financial compensation for the publication of his work.
- All Docentes 2.0 Journal publications are under the Open Journal System (OJS) platform at: https://ojs.docentes20.com/.
References
Álvarez, A., & Polanco, N. (2018). La gamificación como experiencia de aprendizaje en la educación. Revista Tecnólogica-Educativa Docentes 2.0, 6(3), 39. Recuperado de: https://ojs.docentes20.com/index.php/revista-docentes20/article/view/30
Ara-Moreira, M., & González-González , C. (2015). De la enseñanza con libros de texto al aprendizaje en espacios online gamificados. Universidad de Murcia, XXXIII(3), 15-38. Recuperado de: http://hdl.handle.net/10201/49470
Carrión-Candel, E. (2018). El uso de la Gamificación y los recursos digitales en el aprendizaje de las Ciencias Sociales en la Educación Superior. DIM: Didáctica, Innovación y Multimedia (36), 14. Recuperado de: http://dimglobal.net/revista.htm
Deterding, S. (011). Gamification: Toward a Definition. Hans Bredow Institute for Media, 4. doi:http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf
Dichivela, D. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 75-88.
Gálvez-Sosa, M. I., & Rodríguez-Ledezma, N. C. (2005). La importacia del juego (Cap III). Tesis, Universidad de las Américas Puebla, Departamento de Diseño de Gráfico. Escuela de Artes y Humanidades, Cholula, Puebla. Recuperado de: http://catarina.udlap.mx/u_dl_a/tales/documentos/ldf/galvez_s_mi/
García-Aretio, L. (2016). El juego y otros principios pedagógicos. Su pervivencia en la educación a distancia y virtual. (A. I. Distancia, Ed.) La Revista Iberoamericana de la Educación Digita - RIED, XIX(2), 9-23. doi:DOI: http://dx.doi.org/10.5944/ried.19.2.16175
Green, C., & Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Perception and Performance, 6(32), 1465-1478. doi:10.1037/0096-1523.32.6.1465
Hanson?Smith, E. (2016). Games, Gaming, and Gamification: Some Aspects of Motivation. TESOL journal, 227-232. doi:https://onlinelibrary.wiley.com/doi/abs/10.1002/tesj.233
Hernández-Sampieri, R., Fernández-Collado, C., & Baptista-Lucio, M. (2014). Metodología de la investigación. (6ta edición ed.). McGraw-hill
Kahoot. (2013). Kahoot Juego de Video. Recuperado de: https://kahoot.com/schools-u/
López-Jiménez, D. F. (2007). La naturaleza de las tecnologías de información y comunicación: las TIC como determinantes de la organización y de la sociedad de la información. Palabra Clave, 10(1), 72-93. Recuperado de: http://dspace.uhemisferios.edu.ec:8080/xmlui/handle/123456789/453
Mujica, R. (2020). Fundamentos de la Tecnología Educativa. Revista Tecnológica-Educativa Docentes 2.0, 8(1), 15-20. doi:https://doi.org/10.37843/rted.v8i1.82
Müller-Ponce, M. (2019). La educación de las virtudes humanas. El profesor como modelo de virtud para sus. Facultad de Artes y Humanidades, Psicopedagogía. Quito: Universidad de los Hemisferios. Recuperado de http://dspace.uhemisferios.edu.ec:8080/xmlui/handle/123456789/860
Oliva, H. A. (2017). La gamificación como estrategia metodológica en el contexto educativo universitario. Realidad y Reflexion(44), 29-47. doi:https://doi.org/10.5377/ryr.v44i0.3563
Palazón, J. (2019). ¿Qué es la gamificación y cuáles son sus objetivos? Recuperado de: https://www.educaciontrespuntocero.com/noticias/gamificacion-que-es-objetivos/
Palazón, J. (2020). 25 herramientas de gamificación para clase que engancharán a tus alumno. Recuperado de: https://www.educaciontrespuntocero.com/recursos/herramientas-gamificacion-educacion/
Quizizz. (2015). Quizziz Desarrollador de software. Recuperado de: https://quizizz.com/
Rodrigez, M. D. (2010). Una renovación en el proceso de enseñanza y aprendizaje. Recuperado de: https://www.gestiopolis.com/una-renovacion-proceso-ensenanza-aprendizaje/
Rodríguez, F., & Santiago-Campión, R. (2015). Gamificación: Cómo motivar a tu alumnado y mejorar el clima en el aula. Grupo Océano.
Simões, J., Díaz-Rendon, R. & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Humans Behavior, XXIX, 345-353. doi:https://doi.org/10.1016/j.chb.2012.06.007
Socrative. (2011). Socrative Aplicación. Recuperado de: https://socrative.com/
Vergara-Rodríguez, D., & Gómez-Vallecillo, A. I. (2017). Origen de la gamificación educativa. Recuperado de: http://espacioeniac.com/origen-de-la-gamificacion-educativa-por-diego-vergara-rodriguez-y-ana-isabel-gomez-vallecillo-universidad-catolica-de-avila/
Villalustre-Martínez, L., & Del Moral-Pérez, M. E. (2015). Gamificación: Estrategia para optimizar el proceso de aprendizaje y la adquisición de competencias en contexto universitarios. Digital Education Review(27), 13-23. Recuperado de: https://revistes.ub.edu/index.php/der/article/viewFile/11591/pdf