Gamification in the Teaching of Ecology for University Students
Abstract:
Technological resources have enabled the development of new learning options in scientific education. Among these resources, gamification promotes learning through activities such as game elements, use of prizes, flagship rewards, dynamic missions, levels, and scores. Keeping students interested in learning scientific concepts can be a challenge for teachers. Therefore, the objective of the present research was to apply gamification using the Genially platform as a complement to the teaching of the Ecology subject to generate a positively impact on the learning process of students of the Department of Environmental Engineering. In this study, the students used the gamifications and completed the activities and dynamic missions focused on biodiversity, conservation, and sustainability. The research data was collected in an initial test and a final test. The results showed that gamifications for the Ecology subject improved students' grades up to 62.5% compared to the control group. The use of gamification is expected to be a tool that provides teachers with new alternatives to develop in students', professional skills such as teamwork, effective communication, research, and innovation in students.
Año de publicación:
2023
Keywords:
- Ecology
- Environmental Engineering
- environnent
- gamification
- Technologies
Fuente:
scopusTipo de documento:
Other
Estado:
Acceso restringido
Áreas de conocimiento:
- Tecnología educativa
- Ecología
- Tecnología educativa
Áreas temáticas de Dewey:
- Ecología
- Educación superior
- Programación informática, programas, datos, seguridad
Objetivos de Desarrollo Sostenible:
- ODS 4: Educación de calidad
- ODS 12: Producción y consumo responsables
- ODS 15: Vida de ecosistemas terrestres