Gamification in the classroom though the TIC
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Abstract
Gamification has recently been revealed as one of the most efficient teaching methodologies for students, being useful at all educational levels. Different research grants benefits such as increased motivation, improved mood and strengthening the bond among others. However, one of the most mentioned properties is its ability to “restart” the student’s attention clock: the key is collective learning, an attractive way to remember new content. Benefits for the teacher have also been documented, since the games provide valuable and immediate feedback of the students’ knowledge. This paper presents an educational experience based on the introduction of the gamification tool “Kahoot” corresponding to a compulsory subject of the Bachelor’s Degree in Early Childhood Education. The results show the interest and the good reception that gamification has had in the classroom, showing together with high levels of motivation an increase in class attendance.
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