The prophecy of the chosen ones: an example of gamification applied to university teaching


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Dono: Rafael Bermudi

Versão: 1.0

Última Atualiz.: 12-11-2018 13:38


The aim of this paper is to describe an innovation experience in the university classroom via a gamification proposal. In addition, the main results of the assessment of the experience will be identified. The most relevant aspects of games were taken into account for gamifying: settings, challenges, scores and levels. The assessment of the experience was obtained from anonymous narratives submitted by the students to Google Drive once the experience ended. These narratives were analyzed with the support NVivo10 software. The students were greatly motivated thanks to the participative, active and collaborative environment resulting from the developed approach. These circumstances, where the good atmosphere in the classroom stands out, have favoured learning in three competence fields: How to know, how to be and how to do

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