Identificador persistente para citar o vincular este elemento: https://accedacris.ulpgc.es/handle/10553/137200
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dc.contributor.authorAlonso Sánchez, José Alexisen_US
dc.contributor.authorQuevedo Gutiérrez, Eduardoen_US
dc.date.accessioned2025-04-23T17:47:35Z-
dc.date.available2025-04-23T17:47:35Z-
dc.date.issued2025en_US
dc.identifier.isbn979-13-7006-166-1en_US
dc.identifier.urihttps://accedacris.ulpgc.es/handle/10553/137200-
dc.description.abstractUniversity professors are looking for ways to strengthen students' emotional and behavioral engagement in the classroom in order to improve their learning and increase their performance. One of the strategies used to achieve these goals is gamification, a term introduced in 2002 by video game developer Nick Pelling. This technique involves incorporating game elements and dynamics into non-game contexts [1]. The use of gamification in education has grown rapidly due to its great potential to motivate and engage students [2]. At the University of Las Palmas de Gran Canaria (ULPGC), various gamification initiatives have been implemented as part of educational innovation projects to provide a more engaging and meaningful learning experience in different Faculties. These experiences have involved more than 1000 students and have used tools such as Kahoot, Quizziz, and Wix to develop and assess gamification, along with additional resources like Educaplay and Powtoon to create games and dynamics. The results show an increase in students' motivation, participation, and engagement in the subjects, highlighting the importance of educational games and gamification in teaching due to their impact on student motivation, reducing monotony, and presenting learning materials in a more effective and entertaining way.en_US
dc.languageengen_US
dc.publisherDykinson S.L.en_US
dc.sourceInnovación Educativa en el ámbito de las TIC y las TAC. Proyectos, Métodos y Herramientas para el Futuro de la Educación / Antonio G. Ravelo García, Carlos M. Travieso González, David de la Cruz Sánchez Rodríguez, Jesús B. Alonso Hernández, José M. Canino Rodríguez, Miriam Martin Paciente, Santiago T. Pérez Suárez (coords.), p. 267-274en_US
dc.subject5801 Teoría y métodos educativosen_US
dc.subject580108 Enseñanza programadaen_US
dc.subject580105 Pedagogía experimentalen_US
dc.subject.otherEducational innovationen_US
dc.subject.otherGamificationen_US
dc.subject.otherHigher educationen_US
dc.titleGamification in Higher Education, the experience at ULPGCen_US
dc.typeinfo:eu-repo/semantics/bookParten_US
dc.typeBookParten_US
dc.description.lastpage274en_US
dc.description.firstpage267en_US
dc.investigacionArtes y Humanidadesen_US
dc.type2Capítulo de libroen_US
dc.description.numberofpages8en_US
dc.utils.revisionen_US
dc.identifier.ulpgcen_US
dc.identifier.ulpgcen_US
dc.identifier.ulpgcen_US
dc.identifier.ulpgcen_US
dc.contributor.buulpgcBU-HUMen_US
dc.contributor.buulpgcBU-HUMen_US
dc.contributor.buulpgcBU-HUMen_US
dc.contributor.buulpgcBU-HUMen_US
item.fulltextCon texto completo-
item.grantfulltextopen-
crisitem.author.deptGIR Educación Inclusiva, Sociedad y Familia-
crisitem.author.deptDepartamento de Educación-
crisitem.author.deptGIR IUMA: Diseño de Sistemas Electrónicos Integrados para el procesamiento de datos-
crisitem.author.deptIU de Microelectrónica Aplicada-
crisitem.author.deptDepartamento de Matemáticas-
crisitem.author.orcid0000-0002-3815-0093-
crisitem.author.orcid0000-0002-5415-3446-
crisitem.author.parentorgDepartamento de Educación-
crisitem.author.parentorgIU de Microelectrónica Aplicada-
crisitem.author.fullNameAlonso Sánchez, José Alexis-
crisitem.author.fullNameQuevedo Gutiérrez, Eduardo Gregorio-
Colección:Capítulo de libro
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