Identificador persistente para citar o vincular este elemento: http://hdl.handle.net/10553/113226
Campo DC Valoridioma
dc.contributor.authorPaz Carmona, Héctor deen_US
dc.contributor.authorBorgues Chinea, Emmaen_US
dc.date.accessioned2022-01-12T13:39:29Z-
dc.date.available2022-01-12T13:39:29Z-
dc.date.issued2021en_US
dc.identifier.isbn978-84-09-35708-6en_US
dc.identifier.urihttp://hdl.handle.net/10553/113226-
dc.description.abstractNowadays, e-learning is living with the standard lectures, assuming a more significant role in compensating for the difficulties of the pandemic. Numerous pedagogical methodologies can be easily implemented in high education and promote students motivation and interest in learning. This work analyses a practical example of gamification on the university, taking into account the effect of Kahoot! application of the percentage of students who succeed in a specific topic and its motivation for the following topics. Our results suggest a positive effect of gamification implementing up to 25-30 % more students succeed in the topic under evaluation. However, during the subsequent years, the changes in the lifestyle of study also play a role in students’ performance. It is necessary to evaluate practical cases as presented here to understand better the use of these technics in high education, especially in technical subjects described in this work.en_US
dc.languageengen_US
dc.publisherUniversidad de Las Palmas de Gran Canaria (ULPGC)en_US
dc.sourceLibro de Actas de las VIII Jornadas Iberoamericanas de Innovación Educativa en el ámbito de las TIC y las TAC, Las Palmas de Gran Canaria, 18 y 19 de noviembre de 2021, p. 171-176en_US
dc.subject3303 ingeniería y tecnología químicasen_US
dc.subject5802 Organización y planificación de la educaciónen_US
dc.subject580105 Pedagogía experimentalen_US
dc.subject.otherTeaching strategiesen_US
dc.subject.otherHigher educationen_US
dc.subject.othere-teachingen_US
dc.subject.otherChemical engineeringen_US
dc.subject.otherGamification in Educationen_US
dc.titleGamifying education: a practical example in Chemical Engineeringen_US
dc.typeinfo:eu-repo/semantics/conferenceobjecten_US
dc.typeConferenceObjecten_US
dc.relation.conferenceVIII Jornadas Iberoamericanas de Innovación Educativa en el Ámbito de las TIC y las TAC (InnoEducaTIC 2021)en_US
dc.description.lastpage176en_US
dc.description.firstpage171en_US
dc.investigacionCiencias Sociales y Jurídicasen_US
dc.type2Actas de congresosen_US
dc.description.numberofpages6en_US
dc.utils.revisionen_US
dc.identifier.ulpgcen_US
item.grantfulltextopen-
item.fulltextCon texto completo-
crisitem.event.eventsstartdate18-11-2021-
crisitem.event.eventsenddate19-11-2021-
Colección:Actas de congresos
Adobe PDF (1,01 MB)
Vista resumida

Visitas

80
actualizado el 20-abr-2024

Descargas

101
actualizado el 20-abr-2024

Google ScholarTM

Verifica

Altmetric


Comparte



Exporta metadatos



Los elementos en ULPGC accedaCRIS están protegidos por derechos de autor con todos los derechos reservados, a menos que se indique lo contrario.