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  4. The gamification : strategy of teaching-learning to develop the resilience in students university
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The gamification : strategy of teaching-learning to develop the resilience in students university

Journal
ICERI Proceedings
ICERI2017 Proceedings
ISSN
2340-1095
Publisher
IATED Academy
Date Issued
2017
Author(s)
Villegas Aguilera, Brenda
Alvarado Martínez, Elizabeth
Type
Resource Types::text::conference output::conference proceedings::conference paper
DOI
10.21125/iceri.2017.2230
URL
https://scripta.up.edu.mx/handle/20.500.12552/1507
Abstract
Society is in constant evolution due to the development of information and communication technologies, digital applications and social networks, which at the same time are frequently used by all kind of people, no matter their social status. As a consequence in education; specially in higher education, teachers have incorporated these tools in their syllabus and clases to fulfill today society demands. Higher education teachers have created nicer environments with the implementation of new teaching and learning strategies to provide students with complete and comprehensible education, turning traditional clases into new and interesting lessons. Through the incorporation of Gamification; game elements, in the syllabus and course design, students could change their habits in class and improve their participation, productivity and competenies. Thus, students could learn in a meaningful, fun and easier way. The present work is part of the development of a research thesis, which is necessary to the pursuit of teaching-learning strategies based on the new educational trends, such as the gamification, in order to promote behaviors and habits that lead students to the development of competences and better academic results. In this sense, the aim of this article is to develop resilience in university students by introducing gamification as a strategy for teaching and learning. The research question is: how does the gamification will contribute to the development of resilience in college students? The working methodology will be cut, using a mixed design imbricated, under a positivist position; on the other hand, we will make use of the questionnaire of resilience for College Students (CRE-U) (Peralta, Ramirez, and Castaño, 2006). ©2017 IATED Academy
Subjects

Gamification

Learning resources

University classroom

How to cite
Villegas Aguilera, B., Alvarado Martínez, E. y Meza Mejía, M. de C. (2017). The gamification : strategy of teaching-learning to develop the resilience in students university. En: 10th International Conference of Education, Research and Innovation, Spain, 16-18 November, 2017, (ICERI 2017 Proceedings), (pp. 8310-8318). IATED Academy. DOI: http://dx.doi.org/10.21125/iceri.2017.2230

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