Gamificación en los entornos e-learningestudio de caso del proyecto “¡MOOC!¡MOOC! Química Made in Spain”

  1. Sara Osuna-Acedo 1
  2. Carmen Marta Lazo
  1. 1 Universidad Nacional de Educación a Distancia
    info

    Universidad Nacional de Educación a Distancia

    Madrid, España

    ROR https://ror.org/02msb5n36

Buch:
La educación digital en el ámbito universitario: un enfoque 360
  1. Cristina Villalonga-Gómez (coord.)
  2. Carmen Marta-Lazo (coord.)
  3. Patricia Ibáñez-Ibáñez (coord.)
  4. Sara Osuna-Acedo (pr.)

Verlag: Thomson Reuters Aranzadi ; Thomson Reuters-Civitas

ISBN: 978-84-1390-658-4 978-84-1390-660-7

Datum der Publikation: 2021

Seiten: 121-146

Art: Buch-Kapitel

Zusammenfassung

The word gamification is an increasingly common term in various business fields, and especially, in educational fields. Observing its benefits regarding learning, this study analyzes gamification in the classroom, through the serious game “Breakout Periodic Table”. Its motivational, techno-cognitive, metacognitive and relational and social aspects are examined, having as a theoretical foundation the 10 T’s taxonomy. On the one hand, a mixed research methodology was used through a survey with a sample of 376 individuals belonging to the general population and not specialized in the subject. On the other hand, 9 semi-structured interviews with university professors specialized in e-learning were carried out. Before answering the survey or interview, the participants played the serious game to acquire a previous knowledge of it in order to be able to respond to these. The results obtained show that the evaluation of the game was good, and the participants found benefits for the game to be used in the classroom, like the level of motivation and satisfaction in the learning process.