Taking advantage of the advances in mobile technologies, and the new set of applications and games available in the different stores, in this article the authors propose a catalog of gamification patterns that can be implemented un those applications and games. These patterns increase student motivation through its implementation in activities in and out of the classroom with the support of mobile devices and game applications. In addition, the authors carried out an experiment conducted with different groups of students in an educational institution in Colombia to assess its impact on student motivation. The results show the improvement in the motivation for the majority of students that used applications with the proposed patterns. This study contributes to addressing the technological resources of schools towards gamification patterns perspectives to improve the motivation of students in the learning process.
Taking advantage of the advances in mobile technologies, and the new set of applications and games available in the different stores, in this article the authors propose a catalog of gamification patterns that can be implemented un those applications and games. These patterns increase student motivation through its implementation in activities in and out of the classroom with the support of mobile devices and game applications. In addition, the authors carried out an experiment conducted with different groups of students in an educational institution in Colombia to assess its impact on student motivation. The results show the improvement in the motivation for the majority of students that used applications with the proposed patterns. This study contributes to addressing the technological resources of schools towards gamification patterns perspectives to improve the motivation of students in the learning process.
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