Gamification in higher education | Revista Publicando
Gamification in higher education
PDF (ES)

Keywords

game
gamification
education
motivation gamificación
educación
motivación
juego

How to Cite

Nivela-Cornejo, M. A., Otero- Agreda, O. E., & Morales-Caguana, E. F. (2021). Gamification in higher education. Revista Publicando, 8(31), 165-176. https://doi.org/10.51528/rp.vol8.id2242

Abstract

The society of knowledge and technology have brought new scenarios, for this reason teachers need to explore new strategies and resources to increase the motivation and commitment of students. The objective of this paper is to determine the impact and benefits of the use of gamification and its application in the educational context. A quantitative research was carried out with a descriptive design. The population was 50 undergraduate students from the Guayaquil University, Faculty of Philosophy, from the Computation module. A questionnaire of 8 questions was elaborated, validated and applied; 4 with Likert scale with 5 response options, 2 dichotomous and 2 open. A treatment based on a gamification strategy was designed and applied for three moments. As a result, it was obtained that 90% of the students considered the strategy useful, 80% thought it was motivating, 64% expressed the prizes convenient and 84% of them rated it as very good. In conclusion, the effectiveness of the gamification strategy in education was validated using points and prizes. However, in order to improve the gaming experience, it is essential to include the recommendations of the students. Something that is essential for them is not to take a final exam.

https://doi.org/10.51528/rp.vol8.id2242
PDF (ES)

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Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Copyright (c) 2021 María Alejandrina Nivela-Cornejo, Omar Efrén Otero- Agreda, Edgar Freddy Morales-Caguana

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