TY - GEN
T1 - Playing in the Classroom
T2 - 15th Latin American Conference on Learning Technologies, LACLO 2020
AU - Velez, Belen
AU - Verdugo, Gabriela
AU - Mejia-Pesantez, Magali
AU - Veintimilla-Reyes, Jaime
AU - Maldonado-Mahauad, Jorge
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/10/19
Y1 - 2020/10/19
N2 - 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.
AB - 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.
KW - Blended Learning
KW - Flipped Classroom
KW - Gamification
KW - Higher Education Institutions
KW - Motivation
UR - https://www.scopus.com/pages/publications/85103739418
U2 - 10.1109/LACLO50806.2020.9381163
DO - 10.1109/LACLO50806.2020.9381163
M3 - Contribución a la conferencia
AN - SCOPUS:85103739418
T3 - Proceedings of the 15th Latin American Conference on Learning Technologies, LACLO 2020
BT - Proceedings of the 15th Latin American Conference on Learning Technologies, LACLO 2020
A2 - Piedra, Nelson
A2 - Romero Pelaez, Audrey
A2 - Cadme Samaniego, Elizabeth
A2 - Chacon Rivas, Mario
A2 - Sprock, Antonio Silva
A2 - Frango Silveira, Ismar
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 19 October 2020 through 23 October 2020
ER -