Valoración de los alumnos del uso de la gamificación virtual en la universidad
- Manuel Soriano-Ferrer 1
- Ana María Casino-García 2
- Lucía Inmaculada Llinares-Insa 1
- Carmen Pilar Nuévalos-Ruiz 1
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1
Universitat de València
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2
Universidad Católica de Valencia San Vicente Mártir
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Publisher: REDINE (Red de Investigación e Innovación Educativa)
ISBN: 978-84-124511-7-7
Year of publication: 2022
Pages: 262-266
Congress: Congreso Virtual Internacional de Educación, Innovación y TIC (7. 2022. null)
Type: Conference paper
Abstract
Gamification involves incorporating the use of design elements and game mechanics in non-game con-texts, such as the teaching-learning process. Different authors have pointed out the beneficial effectsof gamification on the teaching-learning process, as it seems to increase student motivation, the desireto learn, the active involvement of students, generates positive feedback, and more self-regulatedlearning (e.g. Contreras and Eguia, 2016; Martínez, 2017; Rodríguez-Fernández, 2016; Wang, 2015,2020). Sixty-one third-year Speech Therapy Degree students participated in the assessment of thefive Kahoots developed to review and reinforce the basic learning of each of the instructional units.The questionnaire used 13 five-point likert-type questions (1=not at all; 5=very much). The evaluationsmade by the students are very positive, both in terms of motivational and recreational aspects and interms of the acquisition of knowledge of the subject, aspects already highlighted in previous studies.