Una app móvil potencia la motivación del alumnado en una experiencia de gamificación universitaria

  1. Carmen Navarro-Mateos 1
  2. Isaac J. Pérez-López 1
  1. 1 Universidad de Granada
    info

    Universidad de Granada

    Granada, España

    ROR https://ror.org/04njjy449

Aldizkaria:
Alteridad: revista de educación

ISSN: 1390-8642 1390-325X

Argitalpen urtea: 2022

Alea: 17

Zenbakia: 1

Orrialdeak: 64-74

Mota: Artikulua

DOI: 10.17163/ALT.V17N1.2022.05 DIALNET GOOGLE SCHOLAR lock_openSarbide irekia editor

Beste argitalpen batzuk: Alteridad: revista de educación

Laburpena

The level of disinterest and lack of motivation in great part of the university student body represent one of the most urgent challenges that the faculty must face nowadays. In this way, there are more and more projects that show the potential of gamification when it comes to increasing motivation and implication of students in their learning process. In close relationship, digital technologies and, specifically, the use of mobile phone devices entail a resource of enormous meaning for young adults and teenagers. Therefore, in the present project we describe the application “$in TIME”, designed ad hoc with the intention to manage the different elements that defined a gamification project based on the movie “In Time”. This was implemented in the course Basis of Physical Education (a second-year course in the BSc in Science of the Physical Activity and Sports in Granada -Spain-). In the same way, it also shows the repercussion that the participating students had, as well the evaluation they did of it. All of this will allow teaching staff to know a real example, which could help them and inspire them when it comes to designing their future projects and, at the same time, they will count with new evidence of the potential of gamification in education.