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  4. The use of gamification to facilitate learning of multimedia subjects in undergraduate education students
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The use of gamification to facilitate learning of multimedia subjects in undergraduate education students

Journal
9th International Conference on Education and New Learning Technologies
ISSN
2340-1117
Publisher
Iated Academy S.L.
Date Issued
2017
Author(s)
Becerra Mariscal, Arturo Eduardo
Alemán Juárez, Armando
Type
Resource Types::text::conference output::conference proceedings::conference paper
DOI
10.21125/edulearn.2017.1674
URL
https://scripta.up.edu.mx/handle/20.500.12552/9841
Abstract
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 .
How to cite
Alemán Juárez, A., Becerra Marical, A. E. y García Higuera, M. del C. (2017). The use of gamification to facilitate learning of multimedia subjects in undergraduate education students. En: Gómez Chova, L., López Martínez, A. y Candel Torres, I. (editores), 9th International Conference on Education and New Learning Technologies, (EDULEARN proceedings; 2017), (pp. 3175-3181). IATED Academy. DOI: http://dx.doi.org/10.21125/edulearn.2017.1674

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