Aplicación de la gamificación en asignaturas de Ingeniería Industrial

  1. Antonio M. Zorzano Martínez 1
  2. José M. Zorzano Martínez 1
  1. 1 Universidad de La Rioja (España)
Journal:
Revista de innovación y buenas prácticas docentes

ISSN: 2531-1336

Year of publication: 2023

Volume: 12

Issue: 1

Pages: 151-162

Type: Article

DOI: 10.21071/RIPADOC.V12I1.15434 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

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Abstract

Gamification is a powerful tool for archiving active and dynamic learning. University education is a suitablefield to include tools and strategies that improve the quality of teaching from more gaming aspects. Experience presented here, aims to show its usefulness in three subjects of Industrial Engineering field. Three informatic tools has been included: Blackboard, Quizizz and Socrative, which allow the construction of quizzes, to be answered by students. As Quiziz, as Socrative, include gamification aspects. Automatic feedback of faults in previous knowledge, has been key to early detection. Class has become more dynamic and closer to the needs of students. Construction of some questionnaires in English, has improved technical skills in that language, and brought them closer to their professional reality. Quizzes have included theoretical aspects and analysis of practical cases, avoiding simple memorization, and serving as feedback for both students and teachers. As part of the digitalization strategy, quizzes have also been made available to students for training outside classroom hours

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