DIGITAL LIBRARY
GAMIFICATION, A DIDACTIC STRATEGY IN HIGHER EDUCATION
Universidad Autónoma de Nuevo León (MEXICO)
About this paper:
Appears in: EDULEARN17 Proceedings
Publication year: 2017
Pages: 6761-6771
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.2548
Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain
Abstract:
Society is in constant evolution due to the development of information and communication technologies, digital applications and social networks, which at the same time are frequently used by all kind of people, no matter their social status.

As a consequence in education; specially in higher education, teachers have incorporated these tools in their syllabus and clases to fulfill today society demands. Higher education teachers have created nicer environments with the implementation of new teaching and learning strategies to provide students with complete and comprehensible education, turning traditional clases into new and interesting lessons.

Through the incorporation of Gamification; game elements, in the syllabus and course design, students could change their habits in class and improve their participation, productivity and competenies. Thus, students could learn in a meaningful, fun and easier way.

The present work is part of the development of a research thesis, which is necessary to the pursuit of teaching-learning strategies based on the new educational trends, such as the GAMIFICATION, in order to promote behaviors and habits that lead students to the development of competences and better academic results. In this sense, the aim of this article is to develop resilience in university students by introducing gamification as a strategy for teaching and learning. The research question is: how does the gamification will contribute to the development of resilience in college students? The working methodology that will be cut, using a mixed design imbricated, under a positivist position; on the other hand, we will make use of the questionnaire of resilience for College Students (CRE-U) (Peralta, Ramirez, and Castaño, 2006).
Keywords:
Gamification, Learning Resources, University Classroom.