The Gamification as a Teaching-Learning Tool for the Strengthening of the Curricula

Authors

DOI:

https://doi.org/10.25087/resur11a3

Keywords:

COVID-19, Gamification, Teaching-learning, Curricular learning

Abstract

Due to the situation originated by the COVID-19 pandemic, a research was made among the students of the BA in Chemist Pharmacobiologist, of the Benemérita Universidad Autónoma de Puebla (BUAP), with the purpose of identifying their perception on the application of gamification as a tool for developing more dynamic classes strengthening the process of teaching and learning and as a consequence to make possible the development/acquisition of curricular contents.

The research was qualitative as well as descriptive. In order to get to our objective a list of 18 questions in Google form was sent to 30 of 36 students taking the subject Systems of Quality and Normativity, in the autumn of 2020.

A cursory analysis of the results showed that by employing gamifications the students could actually retain more information in an easier way as well as being motivated and attentive.

This article describes the results of the research. It is organized in the sections: Introduction, Tesearch context, Literature review, Methodology, Development and discussion of the results, Conclusions, Recommendations and References.

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Author Biographies

Teresa Pacheco-Álvarez, Facultad de Ciencias Químicas de la Benemérita Universidad Autónoma de Puebla (BUAP).

Pharmacobiologist Chemistry. She is a student of the Master's Degree in Higher Education at the Faculty of Philosophy and Letters of BUAP and a collaborator of the Department of Pharmacy at the Faculty of Chemical Sciences of the Benemérita Universidad Autónoma de Puebla (BUAP).

Pascuala Avendaño Baéz, Facultad de Filosofía y Letras de la BUAP

Licensed in pre-school education. Student of the Master in Higher Education of the Facultad de Filosofía y Letras of the BUAP

Gloria Angélica Valenzuela Ojeda, Facultad de Filosofía y Letras de la BUAP

Doctor of Education. Full-time Researcher Professor of the Master in Higher Education of the Facultad de Filosofía y Letras of the BUAP.

References

Borrás Gené, O. (2015). Fundamentos de la gamificación. Fundamentos de la gamificación. Universidad Politécnica de Madrid, Madrid. Obtenido de http://oa.upm.es/35517/1/fundamentos%20de%20la%20gamificacion_v1_1.pdf.

BUAP. (2020). Anuario Estadístico 2019-2020. Puebla: BUAP.

BUAP. (25 de julio de 2020). Dictamen de la Comisión Institucional para el Seguimiento y Evaluación para la Pandemia por el SARS CoV-2, COVID-19. Puebla: BUAP. Obtenido de https://www.buap.mx/sites/default/files/Dictamen_comision_institucional_para_el_seg_y_eval_pandemia__SARS_CoV-2_COVID_19.pdf.

BUAP. (s/f). Area de Ciencias Naturales y de la Salud. Licenciatura en Químico Farmacobiólogo. Obtenido de https://admision.buap.mx/sites/default/files/Planes%20de%20Estudio/2020/Ciencias%20Naturales%20y%20%C3%81rea%20de%20la%20Salud/Lic.%20en%20Qu%C3%ADmico%20Farmacobi%C3%B3logo.pdf.

BUAP. (s/f). Rectoría BUAP. Historia Universitaria. Obtenido de http://cmas.siu.buap.mx/portal_pprd/wb/rectoria/historia_universitaria_.

Contreras Espinosa, R., & Eguia, J. L. (2016). Gamificación en aulas universitarias. Institut de la Comunicació Universitat Autónoma de Barcelona, 1-128.

Guzman Paz, V. (2012). Teoría curricular. Red Tercer Milenio.

Hernández-Sampieri, R., & Mendoza Torres, C. (2018). Metodología de la investigación. Las rutas cuantitativa, cualitativa y mixta. Mc Graw Hill.

Marczewski, A. (2013). A simple introduction. Tips, advice and thoughts on gamification. Obtenido de https://books.google.com.mx/books?id=IOu9kPjlndYC&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false.

Ortiz Granja, D. (2015). El constructivismo como teoría y método de enseñanza. Sophia: colección de Filosofía de la Educación, 93-110.

Pimienta Prieto, J. H. (2012). Estrategias de enseñanza-aprendizaje. Docencia universitaria basada en competencias. Pearson.

Prensky, M. (2010). Nativos e Inmigrantes Digitales. Institución educativa SEK, 1-20.

Published

2021-05-03

How to Cite

Pacheco-Álvarez, T., Avendaño Baéz, P., & Valenzuela Ojeda, G. A. (2021). The Gamification as a Teaching-Learning Tool for the Strengthening of the Curricula. Revista De Educación Superior Del Sur Global - RESUR, (11). https://doi.org/10.25087/resur11a3