DIGITAL LIBRARY
GAMIFICATION: A STRATEGY TO MOTIVATE AND INVOLVE STUDENTS IN THEIR OWN LEARNING PROCESS AND IN THE ACQUISITION OF COMPETENCIES
University of Almería (SPAIN)
About this paper:
Appears in: EDULEARN18 Proceedings
Publication year: 2018
Pages: 1545-1552
ISBN: 978-84-09-02709-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2018.0472
Conference name: 10th International Conference on Education and New Learning Technologies
Dates: 2-4 July, 2018
Location: Palma, Spain
Abstract:
In certain educational contexts that can result in a low motivation of students to study in general and to science subjects in particular, it seeks to apply new ways of teaching, new methodologies that help overcome these problems. In recent years, gamification has been introduced in different fields including education. Gamification is the application of principles and elements of the game in a learning environment with the purpose of influencing behavior, increasing motivation and encouraging student participation. In this study, the dynamics of the game have been applied in classes of the subject of Physics and Chemistry of 4th year of secondary school. For the evaluation of the experience, a Likert scale questionnaire with different questions was organized and categorically organized in several answers. The results have been very positive, improving the motivation and participation in class, the involvement in the study of the subject, in relationships with colleagues and group work, etc., obtaining better results in the final evaluation.
Keywords:
Gamification, teaching/learning in science, secondary education, competencies.