Valoración de los alumnos del uso de la gamificación virtual en la universidad

  1. Manuel Soriano-Ferrer 1
  2. Ana María Casino-García 2
  3. Lucía Inmaculada Llinares-Insa 1
  4. Carmen Pilar Nuévalos-Ruiz 1
  1. 1 Universitat de València
    info

    Universitat de València

    Valencia, España

    ROR https://ror.org/043nxc105

  2. 2 Universidad Católica de Valencia San Vicente Mártir
    info

    Universidad Católica de Valencia San Vicente Mártir

    Valencia, España

    ROR https://ror.org/03d7a9c68

Book:
Edunovatic 2022. Conference Proceedings: 7th Virtual International Conference on Education, Innovation and ICT, December 14-15, 2022

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.