Aplicación plural de herramientas para gamificar. Análisis y comparativa

  1. Beatriz Sainz-de-Abajo 1
  2. Isabel de la Torre-Díez 1
  3. Miguel López-Coronado 1
  4. Javier M. Aguiar Pérez 1
  5. Carlos de Castro Lozano 2
  1. 1 Universidad de Valladolid
    info

    Universidad de Valladolid

    Valladolid, España

    ROR https://ror.org/01fvbaw18

  2. 2 Universidad de Córdoba
    info

    Universidad de Córdoba

    Córdoba, España

    ROR https://ror.org/05yc77b46

Book:
IN-RED 2019: V Congreso de Innovación Educativa y Docencia en Red
  1. Virginia Vega Carrero (coord.)
  2. Eduardo Vendrell Vidal (coord.)

Publisher: edUPV, Editorial Universitat Politècnica de València ; Universitat Politècnica de València

ISBN: 978-84-9048-522-4

Year of publication: 2019

Pages: 990-999

Congress: Congreso de Innovación Educativa y Docencia en Red (5. 2019. Valencia)

Type: Conference paper

Abstract

The benefits of gamification, as a pedagogical instrument for the motivation of students in their learning process, are demonstrated easily. This playful approach, based on the competitiveness offered by the game, pursues the student's interest in the subject, placing him in a more active role and stimulating him through rewards. There are many tools that offer us to gamify. The aim of this paper is the comparative analysis of some of the most well-known applications for the realization of online tests like KAHOOT!, SOCRATIVE, QUIZIZZ or GOOGLEFORMS. This allows us to consider the most appropriate in each case for the contents evaluated in the classroom.