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Abstract

Today, gamification is a topic that is taking hold in the educational context. Institutions of Higher Education (IES) have maintained the master class as a traditional teaching method, where the teacher is the center of the learning process and his main function is to transmit information within the classroom. However, thanks to technology, didactic technological tools are currently being included to transform learning spaces and reduce low rates of academic performance. IES have begun to configure new hybrid learning environments, where they seek to incorporate gamification to motivate and keep students engaged during their learning inside and outside the classroom. The objective of this work is to present a game proposal that will be adapted in the context of a flipped class. For this, a board game is proposed that will include gamification elements, where it will seek to promote student motivation and observe the impact produced on their learning. Finally, the result was useful theoretical foundations that allow to promote the use of gamification in hybrid learning environments, to later develop an efficient and effective gamified application that helps increase student motivation.

Original languageEnglish
Title of host publicationProceedings of the 15th Latin American Conference on Learning Technologies, LACLO 2020
EditorsNelson Piedra, Audrey Romero Pelaez, Elizabeth Cadme Samaniego, Mario Chacon Rivas, Antonio Silva Sprock, Ismar Frango Silveira
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781728192680
DOIs
StatePublished - 19 Oct 2020
Event15th Latin American Conference on Learning Technologies, LACLO 2020 - Loja, Ecuador
Duration: 19 Oct 202023 Oct 2020

Publication series

NameProceedings of the 15th Latin American Conference on Learning Technologies, LACLO 2020

Conference

Conference15th Latin American Conference on Learning Technologies, LACLO 2020
Country/TerritoryEcuador
CityLoja
Period19/10/2023/10/20

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Blended Learning
  • Flipped Classroom
  • Gamification
  • Higher Education Institutions
  • Motivation

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