Evaluación de la gamificación o uso de juegos en el proceso de enseñanza-aprendizaje en contextos universitarios

  1. Manuel Cuadrado García 1
  2. Ana Zorio Grima 1
  1. 1 Universitat de València
    info

    Universitat de València

    Valencia, España

    ROR https://ror.org/043nxc105

Liburua:
Actas del 4º Congreso Mundial de Educación EDUCA 2021
  1. Víctor Arufe Giráldez (coord.)

Argitaletxea: Educa

ISBN: 978-84-948288-8-1

Argitalpen urtea: 2021

Orrialdeak: 309-318

Biltzarra: Congreso Mundial de Educación EDUCA (4. 2021. Santiago de Compostela)

Mota: Biltzar ekarpena

Laburpena

The teaching-learning process has been carried out using several didactic resources as literature shows. In this paper, we focus on gamification or the use of games in the classroom, both in traditional and digital formats, the latter due to the consolidation of information technologies in the educational context. This methodology can make the learning process of new contents more enjoyable, generate better assimilation, as well as train for its implementation in different professional fields. Although their use, mainly in the case of digital games, seems to have increased lately, evaluation processes on this type of learning experiences has hardly been considered by academics. To overcome such a gap, a descriptive research was conducted to assess gamification as a teaching resource in the instruction of marketing principles and techniques among a group of academic librarians. Specifically, a questionnaire was designed to evaluate a series of attributes of each of the games used, as well as motivation, satisfaction and recommendation among others. The findings obtained show that perception of gamification usefulness was high, especially for those games linked to real projects focused on the field of libraries.