Boost to learning in higher education through gamification
DOI:
https://doi.org/10.37467/revhuman.v11.3955Keywords:
Educational innovation, Higher education, Integral learning, Gamification, Motivation, Soft SkillsAbstract
The aim of this project is to implement a cooperative learning methodology in the university environment through a gamification strategy to promote behavioural changes in students. The stimulus tool is an innovative practice of double correction that incorporates the concept of fun. The Chi-square statistic was applied to the data obtained. In addition, students were given a questionnaire on the acquired competences to which the Mann-Whitney U test was applied. The analysis of the resultant data supports that the implemented strategy improves interpersonal skills and academic performance.
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