DIGITAL LIBRARY
GAMIFICATION METHODS: APP TO IMPROVE THE LEARNING-TEACHING PROCESS IN UNDERGRADUATE AND POSTGRADUATE STUDENTS
University of Granada (SPAIN)
About this paper:
Appears in: EDULEARN17 Proceedings
Publication year: 2017
Pages: 9385-9389
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.0077
Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain
Abstract:
Traditional education is acquiring a new multimedia context and environment, especially in university classrooms. Advances in information and communication technology, the proliferation of social networking, as well as the extended use of smartphones and tablets are considered technology enablers that have propitiated the necessary conditions that have made possible the implementation of this technique in learning environments. University professors face the challenge of motivating native digital students and at the same time must design student-centered activities for skills development. Gamification is the application of playful games and techniques to engage and motivate students to achieve academic goals in a more playful environment. The present work aims at the design of gamification techniques for the development of an educational application and the implementation in the university classroom. We intend to identify which game attributes and learning activities we can incorporate into the app. In this context, we believe that learning strategies based on an entertaining environment through an app can contribute to the development of competences, while at the same time increasing students' motivation for learning. Therefore, in this paper, a methodological proposal is presented based on the introduction of an app that includes gamification techniques and game mechanics, which aim to improve the teaching-learning process of undergraduate and postgraduate students..
Keywords:
Gamification, teaching innovation, multimedia resources, learning, teaching, Information and Communication Technologies (ICT).