2023
DOI: 10.5294/edu.2023.26.1.2
|View full text |Cite
|
Sign up to set email alerts
|

La gamificación como estrategia de aprendizaje en la educación superior

Derly Francedy Poveda Pineda,
Sonia Janneth Limas-Suárez,
José Eriberto Cifuentes-Medina

Abstract: El documento presenta una experiencia pedagógica basada en la gamificación, en desarrollo de un ambiente favorable para el aprendizaje de estudiantes de licenciatura. El principal objetivo es la creación de una estrategia que, fundamentada en la teoría de los juegos, promueve la participación, la motivación y la diversión en el proceso de enseñanza y aprendizaje de competencias cognitivas en la educación superior. La investigación está dirigida a los licenciados de la Universidad Pedagógica y Tecnológica de Co… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(1 citation statement)
references
References 26 publications
(15 reference statements)
0
1
0
Order By: Relevance
“…Previous research in Higher Education showed that the use of games designed through the Genially application were effective in improving transversal skills and competencies (Castillo-Cuesta, 2022; Poveda Pineda et al, 2023). Likewise, another study showed that those who experienced gamification dynamics through games implemented with Genially enhanced interest in classroom activities (Reina-Guzmán et al, 2022).…”
Section: Design Of a Digital Board Game (Genially) In The Higher Educ...mentioning
confidence: 98%
“…Previous research in Higher Education showed that the use of games designed through the Genially application were effective in improving transversal skills and competencies (Castillo-Cuesta, 2022; Poveda Pineda et al, 2023). Likewise, another study showed that those who experienced gamification dynamics through games implemented with Genially enhanced interest in classroom activities (Reina-Guzmán et al, 2022).…”
Section: Design Of a Digital Board Game (Genially) In The Higher Educ...mentioning
confidence: 98%