TY - GEN
T1 - Gamification in university teaching for Systems Engineering students at a Lima North University
AU - Paragulla, Julio Vasquez
AU - Andrade-Arenas, Laberiano
AU - Barriales, Alan Leoncio Fierro
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/3/1
Y1 - 2020/3/1
N2 - 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.
AB - 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.
KW - didactic strategies
KW - digital tools
KW - gamification
KW - learning process
UR - https://www.scopus.com/pages/publications/85091093256
U2 - 10.1109/EDUNINE48860.2020.9149524
DO - 10.1109/EDUNINE48860.2020.9149524
M3 - Conference contribution
AN - SCOPUS:85091093256
T3 - 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
BT - EDUNINE 2020 - 4th IEEE World Engineering Education Conference
A2 - da Rocha Brito, Claudio da Rocha
A2 - Ciampi, Melary M.
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 4th IEEE World Engineering Education Conference, EDUNINE 2020
Y2 - 15 March 2020 through 18 March 2020
ER -