Search results for "Motivació"

showing 10 items of 169 documents

Study on the opinions of university teachers in the Region of Murcia on the training of active methods

2021

La formación del profesorado universitario supone el principal vehículo de cambio y mejora educativa en el marco del Espacio Europeo de Educación Superior (EEES). Sin embargo, existen una serie de factores que pueden impedir su formación y, por tanto, su repercusión en los estudiantes y en la sociedad. En este sentido, este trabajo describe las posibles dificultades que pueden surgir respecto de variables tales como: los años de experiencia docente, edad, género, área del conocimiento en la que imparten docencia, figura profesional o formación universitaria recibida. Para ello, se desarrolló un cuestionario ad hoc que fue aplicado a 501 docentes universitarios. Los resultados mostraron que …

Higher educationEducaciónmotivaciónActive LearningcuestionarioTraining (civil)FormaciónEducationformación de profesoresProfesorado0502 economics and businessPedagogyTrainingbusiness.industry05 social sciencesProfessors050301 educationEducación Superior:3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo libre [CDU]calidad de la enseñanzaHigher EducationAprendizaje activoIncentiveenseñanza superiorEducación superiorAcademic TrainingbusinessPsychology0503 educationparticipación050203 business & management
researchProduct

Gamificación en la universidad: una experiencia basada en el “bring your own device” en educación superior

2016

[EN] Technological development offers several new opportunities to improve the quality of teaching. Under the ongoing task as a teachers of motivating and teaching how to learn to our students, we present the results of a session that consisted of two gamificated and groupal activities (quiz format) and a single self-assessment, based all of them on the use of their own electronic enabled devices (bring your own device). This implies an enriching, fun and practical experience to approach the course, and it provided interesting feedback to continue implementing new technologies at the university.

Innovación educativaGamificaciónConcursoRendimientoEducación superior"Bring your own device"Enseñanza superiorMotivaciónTecnologías y educación
researchProduct

Experiencias en la aplicación de la gamificación en 1º Curso de Grado de Ciencias de la Salud

2015

[EN] This paper analyzes the use of gamification in university education. Gamification is the term used to refer to the application of game mechanics in areas in which gaming is not typically used. Our working hypothesis is based on the idea that gaming can be a tool to promote the reinforcement of the concepts taught in the lecture. One of our objectives was to know the features that a game targeted at university students should include. To figure it out, we proposed two game types and a third option that combines both games. In order to assess whether the game is effective on consolidating concepts and improving attentiveness compared to the lecture, we did a survey on students and we ana…

Innovación educativaGamificaciónEducación superiorEnseñanza superiorMotivaciónTecnologías y educaciónTrabajo colaborativoAprendizaje activo
researchProduct

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

2017

[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 fail…

Innovación educativaGamificaciónTICKAHOOTEducación superiorEnseñanza superiorMotivaciónTecnologías y educaciónLudificaciónm-learningLibro de Actas IN-RED 2017 - III Congreso Nacional de Innovación Educativa y de Docencia en Red
researchProduct

Uso del debate como herramienta metodológica docente en estudios del Grado en Medicina: DEBATMITAL

2019

[EN] The main purpose of the DEBATMITAL project is to increase the participation of students in the practical session on "Myths of Food" that is part of the optional subject “Nutrition and Dietetics" of the degree in Medicine of the University of Valencia. In front of the master class, which was basically the tool used in previous courses, students are organized into discussion groups to debate some food-related statements commonly heard. The assessment that students make of this initiative is very positive. They indicate that they have learned, they have had fun while participating in the debates, and that they prefer this tool to the master class. Therefore, the debate is a teaching tool …

Innovación educativaMotivationDebateMedicinaMethodologyParticipationAlimentaciónMetodologíaParticipaciónTeaching toolPolitical scienceEducación superiorMedicineEnseñanza superiorMotivaciónTecnologías y educaciónHumanitiesNutrition
researchProduct

Estrategia de enseñanza y aprendizaje de programación basada en la idea de ’hackathon’

2021

[EN] The acquisition of programming and data analysis skills in higher education is increa-singly necessary in all areas of Science and Engineering. In this paper we present a methodology for the motivation of programming learning, mainly focused on the deve-lopment of machine learning algorithms. This methodology is based on the hackathon idea and will have different levels. On the one hand the basic level where a competition is proposed in an improvised way during the development of the class. A second level where a programmed hackathon is proposed but within the classroom environment and using learning management systems such as Moodle. The last level consists of parti-cipation in an exte…

Innovación educativaMotivationEvaluaciónParticipationProgramaciónParticipaciónEducación superiorProgrammingEnseñanza superiorDatathonMotivaciónTecnologías y educaciónHackathonEvaluation
researchProduct

Utilización de Kahoot! en las clases teóricas de Anatomía Patológica: mejorando la motivación e interacción en la docencia virtual

2021

[EN] Faced with the COVID-19 pandemic situation, education has had to adapt to online teaching, trying to preserve the essential student-teacher interaction. In this project we used the interactive tool Kahoot! in the theory lectures of Special Anatomical Pathology of the Degree in Medicine, which were fully taught online. The games consisted of questions about the lesson´s contents, to strengthen learning and self-evaluation. After playing Kahoot!, results were discussed to highlight important concepts and explain doubts. The perception of the students was evaluated through an online survey. The results indicate that using Kahoot! in the theory classes has been very satisfactory and has en…

Innovación educativaMotivationInteractionEvaluaciónAssessmentGamificationKahoot!GamificaciónInteracciónEducación superiorActive methodologiesEnseñanza superiorMotivaciónTecnologías y educaciónMetodologías activas
researchProduct

FisioCovid

2021

[EN] In the study plans of the first years of the degrees in Health Sciences it is usual to include basic and general subjects that are not very motivating for students with a more specific academic profile. Specifically, in the Degree in Optics and Optometry at the University of Valencia we encountered this problem when teaching General Physiology, a subject included within the Human and Ocular Physiology subject in the first year. Based on this background, we have considered developing the “FisioCovid” project as a pedagogical tool due to its condition of general interest to the population. The objective of this teaching innovation project is is to take advantage of the media and scientif…

Innovación educativaMotivationPhysiologyAutonomous workScientific articlesParticipationCOVID-19Trabajo autónomoFisiologíaArtículos científicosParticipaciónEducación superiorEnseñanza superiorMotivaciónTecnologías y educación
researchProduct

El descubrimiento de nuevos fármacos, concepto umbral en farmacología.

2021

[EN] The so-called “threshold concepts” are present in all areas of study. Its acquisition by the student represents a milestone in the advancement of the conceptual understanding of a subject. They are often difficult to learn, but when they are overcome they generate a reconceptualization that allows progress and deepening in the subject of study. We present an activity designed to develop a key threshold concept in pharmacology, the drug discovery process. To do this, we develop a practical laboratory project that will integrate both the extraction and search for active ingredients and the simulation of some aspects of their clinical trials in the phase I.

Innovación educativaPharmacologyMotivationAprendizaje basado en proyectosLaboratory practicesFarmacologíaConcepto umbralProject-based learningPrácticas de laboratorioThreshold conceptsEducación superiorEnseñanza superiorMotivaciónTecnologías y educaciónLibro de Actas IN-RED 2021: VII Congreso de Innovación Edicativa y Docencia en Red
researchProduct

Aplicación del KAHOOT para la mejora de la adquisición de los objetivos del aprendizaje en el alumnado de Fisiología de los órganos del lenguaje y la…

2018

[EN] One of the most used applications as a strategy of gamification in the classroom for the improvement of the learning process is KAHOOT. However, there are not many studies that have evaluated the repercussion of the application of sessions of this game at the end of the subject in the results of the final evaluation. In this way, the application of two complete sessions of KAHOOT was carried out at the end of the subject "Physiology of the Organs of Language and Hearing" of the Degree in Speech Pathology of the Universitat de València (course 2016-2017), with the objective of reviewing the contents related to the learning objectives of the subject. Two questionnaires, one for each sess…

Innovación educativaResultados de evaluaciónContenidosGamificaciónEducación superiorEnseñanza superiorProceso de aprendizajeMotivaciónTecnologías y educaciónAplicación webPsychologyHumanitiesCuestionario
researchProduct