Work-in-Progress: The Road to Learning, Using Gamification.

被引:3
作者
Oropeza Hernandez, Maria Ivonne [1 ]
Munoz Lezama, Rodrigo [2 ]
Madero Gomez, Sergio [1 ]
机构
[1] Tec Monterrey, Sch Business, Monterrey, Mexico
[2] Tec Monterrey, Sch Humanity & Educ, Queretaro, Mexico
来源
PROCEEDINGS OF THE 2021 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON) | 2021年
关键词
Innovative Practices; Gamification; Leadership; Interdisciplinary Teamwork; Educational Innovation; Higher Education;
D O I
10.1109/EDUCON46332.2021.9453892
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
As an educational innovation, gamification is comprised of game principles and elements that influence individuals' behaviors, increasing their motivation in the teaching-learning process, facilitating problem-solving, and motivating them to participate in a safe environment that tolerates mistakes. This raises the following question: Is gamification an innovation that ensures students develop leadership skills while working collaboratively? This document shows how gamification in academic design generates interesting, attractive, and challenging activities for the participants. During the August-December semester of 2020, we created and implemented a roleplay enabling students taking two dissimilar courses to help each other in a fictitious customer-supplier working relationship where each student played a role to reach a common goal. The objective of this gamification was for the students to develop into service leaders in realistic scenarios. Working collaboratively, each assumed a role in problem-solving, leadership, communication, and decision-making in a shared, committed environment. This project's significance is understanding what makes teamwork efficient at the university level and how students discover the value of leadership and collaborative work and develop these competencies through gamified activities.
引用
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页码:1399 / 1403
页数:5
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