Aplicación plural de herramientas para gamificar. Análisis y comparativa
- Beatriz Sainz-de-Abajo 1
- Isabel de la Torre-Díez 1
- Miguel López-Coronado 1
- Javier M. Aguiar Pérez 1
- Carlos de Castro Lozano 2
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1
Universidad de Valladolid
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2
Universidad de Córdoba
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- Virginia Vega Carrero (coord.)
- 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.