Gamification as a tool to create pedagogical bridges in the University

Authors

  • Guillermo Andrés Arduino Universidad Nacional del Nordeste. Argentina Author

DOI:

https://doi.org/10.59471/raia202118

Keywords:

GAMIFICATION, LUDIC TOOLS, UNIVERSITY TEACHING, ITC

Abstract

This paper compiles the experience of gamification, over a period of three years, with first year students of Industrial Engineering in the field of programming. Incorporating concepts of computational logic through games is an interesting challenge, looking for ways to implement didactic tools and pedagogical techniques that create a successful teaching-learning process. It also summarizes the experience of bringing professors closer to them, so that they have different resources and capabilities to motivate university students in their training as future professionals in the computer area. The mixture of technologies and digital tools with  the mechanics of the ludic, create new ways of teaching and learning, in a comfortable environment, promoting improvements in the indicators of effectiveness of the dictation of the contents covered

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Published

2021-09-30

How to Cite

1.
Arduino GA. Gamification as a tool to create pedagogical bridges in the University. Revista Abierta de Informática Aplicada [Internet]. 2021 Sep. 30 [cited 2025 Mar. 10];5:32-49. Available from: https://raia.revistasuai.ar/index.php/raia/article/view/18