Gamificación como herramienta docente aplicada a las tutorías de grupo en la Educación Superior

  1. Eva Serna 1
  2. Javier Pereda 1
  3. María Dolores Mauricio 1
  4. Salvador Pérez 1
  1. 1 Universitat de València
    info

    Universitat de València

    Valencia, España

    ROR https://ror.org/043nxc105

Libro:
IN-RED 2019: V Congreso de Innovación Educativa y Docencia en Red
  1. Virginia Vega Carrero (coord.)
  2. Eduardo Vendrell Vidal (coord.)

Editorial: edUPV, Editorial Universitat Politècnica de València ; Universitat Politècnica de València

ISBN: 978-84-9048-522-4

Año de publicación: 2019

Páginas: 750-758

Congreso: Congreso de Innovación Educativa y Docencia en Red (5. 2019. Valencia)

Tipo: Aportación congreso

Resumen

Our general objective consists in using gamification as a teaching tool in order to get a higher level of students’ involvement in the tutorials, as well as, increasing the motivation to learn Pathophysiology in the Pharmacy Degree. Not all the students groups are uniform, and also the teachers have nonconscious prejudices for each group. Hence, every student group has its own idiosyncrasy. We have the hypothesis that the game can give us really valuable information to let us develop suitable teaching techniques to enhance the motivation for each particular group. Games offers a more relaxed scenario compared to master class or exam, therefore we can ask questions as a team contest that stimulate the comprehension and integration of contents, and at the same time to brainstorm and to learn from mistakes. Games also offers teachers a better interaction with students to reflect on how to motivate each specific group. Our conclusion is, in general terms, that gamification in tutorials let students be more actives in the session. Moreover, for teachers it is an excellent tool to get to know the student’s profile and to find the best way to increase the motivation for learning in each specific group.