Mejora de la motivación del alumnado a través de la gamificación: caso de estudio en Grados de Ingeniería

  1. Laura Romero Rodríguez 1
  1. 1 Universidad de Cádiz, España
Book:
In-Red 2022. VIII Congreso nacional de innovación educativa y docencia en red
  1. García Sabater, José Pedro; (dir. congr.)
  2. Cano Escribá, Juan Carlos (dir. congr.)

Publisher: edUPV, Editorial Universitat Politècnica de València ; Universitat Politècnica de València

ISBN: 9788413960173

Year of publication: 2022

Pages: 834-846

Congress: Congreso de Innovación Educativa y Docencia en Red (8. 2022. null)

Type: Conference paper

Abstract

Many studies suggest the usefulness of gamification tools so as to increase the motivation of the students and facilitate learning. This is due to the generational changes in society, as a consequence of the increasing presence of technology in our lives. For this reason, it is necessary to give empirical evidence of experiences that show the positive outcomes of new active learning tools.In the present work, the results of the implementation of a videogame are shown for a subject (Thermotechnics) of the 2nd year in four Engineering Courses at the School of Engineeringin Cádiz (Spain). This subject is traditionally perceived by the students as very complex. The videogame gathers many theoretical concepts taught in the subject, and allows the students to review them in an easy and entertaining way. After the experience, carried out by 311 students, 94% of them state that the game motivated them regarding the subject, considering it as useful, entertaining, and they generally gave very positive comments. Last of all, severalpossibilities for improvement were identified, which will be implemented in future versions of the game.