Analysis of creative thinking and levels of student activation after a gamification experience
Abstract
Teachers face many challenges that require constant updating, training and information and where information and communications technology (ICT) plays a key role. In virtual learning environments, knowledge and the appropriate use of ICT are very important to ensure effective teaching-learning processes. One of the emerging methodologies in this regard is the use of gamification in education. Gamification motivates students’ when they are faced with complex problems contextualized in a professional setting and provides them training in the skills required for entry into the world of work. The objective of this article is to measure factors that influence a gamified experience. To this end, a quantitative study with an ex post-facto descriptive analysis was carried out. The study population comprised 238 participants: 50 teachers and 188 students from different degree programs at universities in Andalusia, Spain. The results revealed high levels of activation and creative thinking, indicating that both students and teachers achieve high levels of motivation, activation and creativity after gamified experiences.Keywords
active learning, innovation, active methodologies, motivation, gamification, higher educationReferences
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