Técnicas de gamificación en Ingeniería Electrónica

  1. Yoana Fernández Pulido 1
  2. Cecilio Blanco Viejo 1
  3. Manuela González Vega 1
  4. David Anseán González 1
  5. Juan Carlos Álvarez Antón 1
  6. Juan Carlos Viera Pérez 1
  1. 1 Universidad de Oviedo
    info
    Universidad de Oviedo

    Oviedo, España

    ROR https://ror.org/006gksa02

    Geographic location of the organization Universidad de Oviedo
Book:
XXVI Congreso Universitario de Innovación Educativa en las Enseñanzas Técnicas: libro de actas

Publisher: Universidad de Oviedo

ISBN: 978-84-17445-02-7

Year of publication: 2018

Pages: 505-520

Congress: Congreso Universitario de Innovación Educativa en las Enseñanzas Técnicas (CUIEET) (26. 2018. Gijón)

Type: Conference paper

Abstract

This paper describes the implementation of a Gamification activity in the electronic field. With this activity is intended to motivate the students throughout the practical classes, achieving the students attend at all the classes and pay attention to the development of the practical classes, and then put it in practice all the things learned throughout the practical classes, and thus allow theirs an increase in their final punctuation. We consider that the motivation to increase their score, in addition, the competitiveness generates for the game are going to stimulate the students to attend at all the class and improve their attention in this class with the aim of being competitive in the gamification activity. With this, we will achieve the students are going to pay attention in the class and he might acquire with more interest the knowledge taught Also is possible to observe the roles adopted in the team, this role is the future roles they are going to adopt in their future works. At last of activity an anonymous quiz will give to students for evaluating the gamification activity performed. Analyzing the results of their final punctuation and the quiz done, the result has been positive and it will be useful to perform improvements in the future.