University of A Coruna (SPAIN)
About this paper:
Appears in: INTED2018 Proceedings
Publication year: 2018
Pages: 141-145
ISBN: 978-84-697-9480-7
ISSN: 2340-1079
doi: 10.21125/inted.2018.1020
Conference name: 12th International Technology, Education and Development Conference
Dates: 5-7 March, 2018
Location: Valencia, Spain
In the traditional education it is hard to stimulate students learning since most part of the communication is one-way. However, Web 2.0 has enabled users not only to consume content but also to create and share it. Many of the students in the higher education have grown up with this kind of web. They are the so called digital natives. This situation allows the application of active methodologies, where master classes tend to be minimized, and students can create useful material and, even, teaching material, they can experiment with flipped classrooms, etc. As constructivist theories claim, an active attitude towards the education encourage the learning process, and its significance.

In the Computer Science Faculty at the University of A Coruna, several proposals have emerged in order to foster student participation and increase their motivation, taking advantage of the new technologies. One of them is a trivia contest. It is based on gamification ideas. In particular, imagination and creativity are required, apart from a deep knowledge of the subject before the period of exams. In addition, students get involved in both learning and evaluation processes.

Despite the fact that the performed analysis do not show a direct relation between this activity and the qualifications obtained, this kind of activities imply a set of benefits such as increase of motivation, integration, social relations, etc.
Active methodology, gamification, motivation.