Gamification in university students learning

Iris María Vélez Osorio

Introduction: the purpose of this article is to describe gamification as a new teaching-learning methodology, which allows students to meet specific learning objectives and develop skills.
 
Methodology: a qualitative and quantitative analysis was carried out, observing two groups, one which received traditional class methodology whilst the other received a gamification methodology for the same
subject. Observation was complemented by a numerical analysis of their academic performance.
 
Results: this study presents a comparison between the gamification and the traditional class methodology to know their effects on students’ motivation.
 
Conclusions: it is concluded that gamification positively affects the learning process since it stimulates motivation in students, particularly due to the positive interaction between teacher and students.
Keywords: learning, education, gamification, interaction, ict
Published
2016-10-30
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How to Cite

Vélez Osorio, I. M. (2016). Gamification in university students learning. Rastros Rostros, 18(33). https://doi.org/10.16925/ra.v18i33.1683
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https://plu.mx/plum/a/?doi=10.16925/ra.v18i33.1683