6533b82afe1ef96bd128c1db

RESEARCH PRODUCT

Gamificación en la universidad II: aprendemos a divertirnos enseñando. Se divierten aprendiendo

Javier MegíasTeresa San MiguelEva Serna

subject

Innovación educativaGamificaciónTICKAHOOTEducación superiorEnseñanza superiorMotivaciónTecnologías y educaciónLudificaciónm-learning

description

[EN] After the success last year using gamification as a motivating method in the degree of Biomedical Engineering (UV-UPV), we introduce it this year in degree in Podiatry (UV). On the basis of the results of our first study, we focus on the use of Kahoot application in order to improve our students’ motivation and subsequently, their califications. Despite the short timeexperience, the improvement in academic results has been evident. Although it could be due to many causes, it has been influenciated by this action. In addition, during the development of this type of activity the involvement and fun of our students does not cease to amaze us. They enjoy their successes and also their failures. We enjoyed with an spectacular feedback, which was almost non-existent during the classic class format.

https://doi.org/10.4995/inred2017.2017.6837