Tool for gamifying teachers practices: first iteration
Tool for gamifying teachers practices: first iteration
Tool for gamifying teachers practices: first iteration
Carlos Guillermo Murillas Silva, Hugo Rozo García
Abstract
"This article focuses on the creation of a support tool for teachers who wish to implement gamification in their teaching practices. In an environment where education must adapt to the changing demands of society, gamification presents itself as an active methodology that can increase student motivation and engagement. This research uses design- based research to identify the principles behind a tool that allows a teacher to include elements of gamification in their classrooms should have, for these different validations were performed with teachers and experts, allowing to recognize the following elements of gamification: progression, narrative, possibility of error, rules, meaningful choices and feedback, and the following design elements: ease of use, relevance, intuitive interaction and efficiency. Also, reinforce the relevance of the use of active methodologies such as gamification in the classroom."
Reference
Murillas Silva, C. G., & Rozo García, H. (2023). Tool for gamifying teachers’ practices: First iteration. 2023 IEEE Global Engineering Education Conference (EDUCON), 1–7. https://ieeexplore.ieee.org/abstract/document/10343568
Keywords
Gamification, Active Methodologies, Education