Gamification as Predictors of the Integration in Teaching DOI: https://doi.org/10.37843/rted.v11i2.253

Main Article Content

Rodríguez-Martínez, B.
NI
https://orcid.org/0000-0003-4760-4621

Abstract

Currently, higher education demands that teachers innovate didactic resources by integrating Information and Communication Technologies (ICT) in teaching to awaken students' interest. The general objective was to develop gamification as a didactic strategy in first semester students of the Bachelor of Law degree at the Polytechnic University of Nicaragua, to strengthen the learning of the subject computer applications. In the methodology, the interpretive paradigm was used with a qualitative approach, a descriptive type applying the inductive-deductive method in the Research-Action design with a sample of 60 students. The results showed that the creation of the gamification proposal included the innovation of emerging methodologies integrating ICT through educational games; The implementation of gamification gave the students of the computer applications subject a pleasant and meaningful learning experience, increasing their interest-motivation to learn autonomously. Finally, it concluded that gamification is of great importance in higher education because it allows the development of cognitive skills and strengthens the teaching-learning process, promoting meaningful learning environments that help enrich the inherent technological competencies.

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

Article Details

How to Cite
Rodríguez-Martínez, B. A. (2021). Gamification as Predictors of the Integration in Teaching. Docentes 2.0 Journal, 11(2), 57–65. https://doi.org/10.37843/rted.v11i2.253
Section
Articles

Citaciones del Artículo



References

Álvarez, A., & Polanco, N. (2018). La gamificación como experiencia de aprendizaje en la educación. Revista Tecnológica Educativa Docentes 2.0, 6(3), 39. https://ojs.docentes20.com/index.php/revista-docentes20/article/view/30

Aranda-Romo, M. G., & Caldera-Montes, J. F. (2018). Gamificar el aula como estrategia para fomentar habilidades socioemocionales. Revista educarnos, 8(31), 41-66. https://revistaeducarnos.com/wp-content/uploads/2018/09/articulo-maria-guadalupe.pdf

Borras, O. (2015). Fundamentos de la gamificación. Universidad Politécnica de Madrid.

Chung, C.H., Shen, C. & Qiu, Y.Z. (2019). Students' Acceptance of Gamification in Higher Education. International Journal of Game-Based Learning, 9(2), 1-19. https://doi.org/10.4018/IJGBL.2019040101 DOI: https://doi.org/10.4018/IJGBL.2019040101

Faiella, F., & Ricciardi, M. (2015). Gamification and learning: A review of issues and research. Journal of ELearningand Knowledge Society, 11(3), 13–21. https://www.researchgate.net/publication/283757560_Gamification_and_learning_A_review_of_issues_and_research

Fernández, A., Olmos, J. & Alegre, J. (2016). Valor pedagógico del repositorio común de conocimientos para cursos de dirección de empresas. Revista Educativa, https://www.redalyc.org/pdf/3495/349546195005.pdf

Fonoll-Salvador, J., Garcia-Fernández, J., Garcia-Villalobos, J., Guerra-Álvarez, A., Gutiérrez-Restrepo, E., Jaúdenes-Casaubón, C., Martínez-Normand, L., & Romero-Zúnica, R. (2011). Accesibilidad, TIC y educación. Ministerio de Educación, Cultura y Deporte de España. https://www.digitaliapublishing.com/a/14716/accesibilidad--tic-y-educacion

Gras-Martí, A., Cano-Villalba, M., Soler-Selva, V. & Santos Benito, J. (2005). Aprovechamiento de recursos TIC para mejorar el aprendizaje de los lenguajes de las Ciencias. Investigaciones didácticas en el aula. Revista Digital de Investigación en Docencia Universitaria 1(1),1-14. https://doi.org/10.19083/ridu.1.34 DOI: https://doi.org/10.19083/ridu.1.34

Hernández-Sampieri, R. & Mendoza-Torres, C. P. (2018). Metodología de la investigación. Las rutas cuantitativa, cualitativa y mixta. McGraw Hill.

Kapp, K. (2012). The gamification of learning and instruc¬tion: game-based methods and strategies for training and education. John Wiley & Sons, Inc. DOI: https://doi.org/10.1145/2207270.2211316

Kaufmann, D. A. (2018). Reflection: Benefits of Gamification in Online Higher Education. IJournal of Instructional Research, 7, 125-132. https://files.eric.ed.gov/fulltext/EJ1188367.pdf DOI: https://doi.org/10.9743/JIR.2018.12

Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In J. Koivisto, & J. Hamari (Eds.), Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018 (Vol. 2186, pp. 11-19). (CEUR Workshop Proceedings; Vol. 2186, No. 2186). CEUR-WS. http://ceur-ws.org/Vol-2186/paper2.pdf

Melo-Herrera, M.P. & Hernández Barbosa, R. (2014). El juego y sus posibilidades en la enseñanza de las ciencias naturales. Innovación Educativa, 14(66), 41-63. https://www.redalyc.org/pdf/1794/179433435004.pdf

Morris, B. J., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: The “Gamification” of scientific thinking. Frontiers in Psychology, 4. https://doi.org/10.3389/fpsyg.2013.00607 DOI: https://doi.org/10.3389/fpsyg.2013.00607

Oliva, H. A. (2017). La gamificación como estrategia metodológica en el contexto educativo universitario. Realidad y Reflexión (44), 29-47. https://doi.org/10.5377/ryr.v44i0.3563 DOI: https://doi.org/10.5377/ryr.v44i0.3563

Pedraza, Y. (2009). Experiencia de la enseñanza de la química con el apoyo de las TIC. Revista Educación Química, 20(3),320-329. http://www.scielo.org.mx/pdf/eq/v20n3/v20n3a4.pdf DOI: https://doi.org/10.1016/S0187-893X(18)30032-6

Restrepo-Gómez, B. (2004). La investigación-acción educativa y la construcción de saber pedagógico. Educación y Educadores, (7), 45-55. Universidad de La Sabana Cundinamarca. https://www.redalyc.org/pdf/834/83400706.pdf

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353. https://doi.org/10.1016/j.chb.2012.06.007 DOI: https://doi.org/10.1016/j.chb.2012.06.007

Subhash, S., & Cudney, E. (2018). Gamified learning in higher education: A systematic review of the literature. Comput. Hum. Behav., 87, 192-206. https://www.sciencedirect.com/science/article/abs/pii/S0747563218302541?via%3Dihub DOI: https://doi.org/10.1016/j.chb.2018.05.028

Tarhini, A., Hone, K., Liu, X., & Tarhini, T. (2016). Examining the moderating effect of individual-level cultural values on users’ acceptance of E-learning in developing countries: a structural equation modeling of an extended technology acceptance model. Interactive Learning Environments, 25(3), 306–328. https://doi.org/10.1080/10494820.2015.1122635 DOI: https://doi.org/10.1080/10494820.2015.1122635

Taylor, S.J. & Bogdan, R. (1987). Introducción a los métodos cualitativos de investigación. Paidos

Teixes, F. (2015). Gamificación: fundamentos y aplicaciones. Editorial UOC.

Valderrama, B. (2015). Los secretos de la gamificación: 10 motivos para jugar. Capital Humano, 295, 73-78. https://www.researchgate.net/publication/282869861_Los_secretos_de_la_gamificacion

Únete a nuestro canal de Telegram para recibir notificaciones de nuestras publicaciones