Resumen

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.

Idioma originalInglés
Título de la publicación alojadaProceedings of the 15th Latin American Conference on Learning Technologies, LACLO 2020
EditoresNelson Piedra, Audrey Romero Pelaez, Elizabeth Cadme Samaniego, Mario Chacon Rivas, Antonio Silva Sprock, Ismar Frango Silveira
EditorialInstitute of Electrical and Electronics Engineers Inc.
ISBN (versión digital)9781728192680
DOI
EstadoPublicada - 19 oct. 2020
Evento15th Latin American Conference on Learning Technologies, LACLO 2020 - Loja, Ecuador
Duración: 19 oct. 202023 oct. 2020

Serie de la publicación

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

Conferencia

Conferencia15th Latin American Conference on Learning Technologies, LACLO 2020
País/TerritorioEcuador
CiudadLoja
Período19/10/2023/10/20

Huella

Profundice en los temas de investigación de 'Playing in the Classroom: A Game Proposal for the Flipped Classroom'. En conjunto forman una huella única.

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