Classcraft as a gamified tool for the teaching of Integration of processes with computer technology

Authors

  • Nicolás Hernández-Durán Industrial University of Santander
  • Martha Liliana Torres-Barreto Industrial University of Santander
  • Mariana Acuña-Rangel Industrial University of Santander

DOI:

https://doi.org/10.33304/revinv.v16n1-2021006

Keywords:

Classcraft, education, gamification, processes, technology

Abstract

New technologies continue to change schemes and ways of managing information from industrial processes. With them, changes in the way society today relates, communicates, how it understands the interactions between people, how it finds new motivations associated with the use of technology have also emerged. This work focuses on studying the motivation generated in a university undergraduate class, in which a standard gamified tool in the market was incorporated for the teaching and learning of the course. The contents of the class are directly related to the integration of technology into business processes, and the students included in the sample are in the fifth year of an engineering program. The results show that students widely prefer a gamified class, but , at the same time, some of the elements of gamification, including those related to random effects, are not well perceived, while the avatars give meaning to the development of a virtual community with new personal identities, which deeply appeals to young people in secondary education.

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Published

2020-11-15

How to Cite

Hernández-Durán, N., Torres-Barreto, M. L., & Acuña-Rangel, M. (2020). Classcraft as a gamified tool for the teaching of Integration of processes with computer technology. I+D Revista De Investigaciones, 16(1), 62–74. https://doi.org/10.33304/revinv.v16n1-2021006

Issue

Section

Artículos Vol. 16(1)

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