Identificador persistente para citar o vincular este elemento:
http://hdl.handle.net/10553/113226
Campo DC | Valor | idioma |
---|---|---|
dc.contributor.author | Paz Carmona, Héctor de | en_US |
dc.contributor.author | Borgues Chinea, Emma | en_US |
dc.date.accessioned | 2022-01-12T13:39:29Z | - |
dc.date.available | 2022-01-12T13:39:29Z | - |
dc.date.issued | 2021 | en_US |
dc.identifier.isbn | 978-84-09-35708-6 | en_US |
dc.identifier.uri | http://hdl.handle.net/10553/113226 | - |
dc.description.abstract | Nowadays, 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.language | eng | en_US |
dc.publisher | Universidad de Las Palmas de Gran Canaria (ULPGC) | en_US |
dc.source | Libro 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. 171-176 | en_US |
dc.subject | 3303 ingeniería y tecnología químicas | en_US |
dc.subject | 5802 Organización y planificación de la educación | en_US |
dc.subject | 580105 Pedagogía experimental | en_US |
dc.subject.other | Teaching strategies | en_US |
dc.subject.other | Higher education | en_US |
dc.subject.other | e-teaching | en_US |
dc.subject.other | Chemical engineering | en_US |
dc.subject.other | Gamification in Education | en_US |
dc.title | Gamifying education: a practical example in Chemical Engineering | en_US |
dc.type | info:eu-repo/semantics/conferenceobject | en_US |
dc.type | ConferenceObject | en_US |
dc.relation.conference | VIII Jornadas Iberoamericanas de Innovación Educativa en el Ámbito de las TIC y las TAC (InnoEducaTIC 2021) | en_US |
dc.description.lastpage | 176 | en_US |
dc.description.firstpage | 171 | en_US |
dc.investigacion | Ciencias Sociales y Jurídicas | en_US |
dc.type2 | Actas de congresos | en_US |
dc.description.numberofpages | 6 | en_US |
dc.utils.revision | Sí | en_US |
dc.identifier.ulpgc | Sí | en_US |
item.grantfulltext | open | - |
item.fulltext | Con texto completo | - |
crisitem.event.eventsstartdate | 18-11-2021 | - |
crisitem.event.eventsenddate | 19-11-2021 | - |
Colección: | Actas de congresos |
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