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DYNAMIC ACADEMIC EVALUATION THROUGH GAMIFICATION, WITH A NEW IN CLOUD APPLICATION OF IN CLASSROOM RESPONSE FOR MOBILE DEVICES WITH INTERNET ACCESS
Complutense University of Madrid (SPAIN)
About this paper:
Appears in: INTED2015 Proceedings
Publication year: 2015
Pages: 945-949
ISBN: 978-84-606-5763-7
ISSN: 2340-1079
Conference name: 9th International Technology, Education and Development Conference
Dates: 2-4 March, 2015
Location: Madrid, Spain
Abstract:
With the establishment of the European Higher Education Area (EHEA) efforts are being made to change the modes of learning from lecture to other alternatives that are based on new information technologies (ICT) and new pedagogic strategies. The use of these technologies in education can easily develop key aspects of the EHEA, such as quality in learning, continuous and comprehensive evaluation of student work (including the one that takes place outside of the classroom), increase motivation of students and finally and perhaps most importantly, student autonomy.

Moreover, due to the increasing lack of motivation of college students, in the field of teaching the concept of gamification is being introduced, defined as the use of game mechanics, dynamics and frameworks, to increase the interest of students for the subjects they study transforming the learning process into something fun and playful.

To try to implement EHEA care and improving student performance using ICT a strategy has been developed to provide a mechanism for ongoing evaluation and increased student motivation, without an overload of work for teachers and very low budget. Also, it is a tool that helps energize classes against the passivity imposed by the lecture.

The procedure is to introduce at the end of blocks of topics, quizzes with various difficulty levels that students must overcome and, by exceeding each level a score will be assigned that will add to their final grade. The questions will be developed by the teacher but also by students to encourage the participation and in the end, the teacher will decide the questions to be included in the different levels. The student will have a number of questions that may fail to pass the level. At the end of the game,the application express a ranking of the scores of students. This ranking is intended to motivate students to improve their performance in relation to their peers, expressing the ranking the first 10 located at the ranking in decreasing order.
Keywords:
Gamification, Clickers, Toxicology, European Higher Education Area.