JavaScript is disabled for your browser. Some features of this site may not work without it.

    Listar

    Todo RIUMAComunidades & ColeccionesPor fecha de publicaciónAutoresTítulosMateriasTipo de publicaciónCentrosEsta colecciónPor fecha de publicaciónAutoresTítulosMateriasTipo de publicaciónCentros

    Mi cuenta

    AccederRegistro

    Estadísticas

    Ver Estadísticas de uso

    DE INTERÉS

    Datos de investigaciónReglamento de ciencia abierta de la UMAPolítica de RIUMAPolitica de datos de investigación en RIUMASHERPA/RoMEODulcinea
    Preguntas frecuentesManual de usoDerechos de autorContacto/Sugerencias
    Ver ítem 
    •   RIUMA Principal
    • Investigación
    • Contabilidad y Gestión - (CG)
    • CG - Contribuciones a congresos científicos
    • Ver ítem
    •   RIUMA Principal
    • Investigación
    • Contabilidad y Gestión - (CG)
    • CG - Contribuciones a congresos científicos
    • Ver ítem

    Gamificacion in education and active methodologies at Higher education

    • Autor
      Soler-Porta, MarianoAutoridad Universidad de Málaga; Caña-Palma, RocioAutoridad Universidad de Málaga; Bentabol-Manzanares, Maria JoseAutoridad Universidad de Málaga; Cortes-Fernandez, LuisAutoridad Universidad de Málaga; Bentabol-Manzanares, Maria AmparoAutoridad Universidad de Málaga; Muñoz-Martos, Maria del MarAutoridad Universidad de Málaga; Esteban-Pagola, Ana IsabelAutoridad Universidad de Málaga; Luna-Jimenez, Maria JoseAutoridad Universidad de Málaga; Lopes, Ana Paula
    • Fecha
      2019-07-01
    • Palabras clave
      Compromiso; Educación Superior; Aprendizaje; Congresos y conferencias
    • Resumen
      In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.
    • URI
      https://hdl.handle.net/10630/17914
    • Compartir
      RefworksMendeley
    Mostrar el registro completo del ítem
    Ficheros
    ID 480_GAMIFICATION IN EDUCATION AND ACTIVE METHODOLOGIES AT HIGHER EDUCATION.pdf (540.8Kb)
    Colecciones
    • CG - Contribuciones a congresos científicos

    Estadísticas

    Ver Estadísticas de uso
    Buscar en Dimension
    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA
    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA
     

     

    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA
    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA