Title
Gamification in university teaching for Systems Engineering students at a Lima North University
Date Issued
01 March 2020
Access level
metadata only access
Resource Type
conference paper
Author(s)
Abstract
In this time, students are digital natives and live with digital technology permanently. The use of cell phones among university students during the classroom is evident. The teacher, therefore, must incorporate didactic strategies aimed to get the student's attention as long as possible and one way to achieve this is making the students use their digital resources as tools for their learning. In this paper we want to share the experience of incorporating gamification with digital tools such as Kahoot in university didactic for System Engineering students at the University of Sciences and Humanities, Lima, Peru. These digital gamification tools can be used with any electronic device with access to the internet and allowed us to achieve more participatory, enthusiastic and motivated students in their learning process during the classroom sessions.
OCDE Knowledge area
Ingeniería, Tecnología
Ciencias de la educación
Subjects
Scopus EID
2-s2.0-85091093256
ISBN of the container
978-172816638-4
Conference
EDUNINE 2020 - 4th IEEE World Engineering Education Conference: The Challenges of Education in Engineering, Computing and Technology without Exclusions: Innovation in the Era of the Industrial Revolution 4.0, Proceedings
Sources of information:
Directorio de Producción Científica
Scopus