The use of gamification to facilitate learning of multimedia subjects in undergraduate education students
García Higuera, María del Carmen
Becerra Mariscal, Arturo Eduardo
Alemán Juárez, Armando
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In this sense, this paper questions the learning relevance of Gamification, especially in a context of education students in Mexico. It describes the experiences of 144 college students, at Escuela de Pedagogía (School of Pedagogy), Universidad Panamericana, campus Ciudad de México who had taken a full-semester multimedia workshop with game design principles. The purpose of the study was to better understand their learning experiences of taking a class with such a methodology. The objective of this course is that students learn to use technology and multimedia tools and apply them to educational contexts, such as videos, podcasts, infographics, websites and webinars. For this reason, a platform called Classcraft was implemented throughout the course, using Gamification elements to generate interest, empathy and class engagement. ©2017, IATED .