abstract
- © 2019 IEEE.The next generation of students are not getting well prepared to deal with the world of work, not because of a defective education but rather because of the new ways they learn and the availability of the information. Teaching methodologies, specific in mathematics for undergrads, requires to be updated for the new generations to send new stimulus in the learning process. These methods and educational tools need to allow the students to have customized learning so they can study outside the classroom. Gamification in education field offers a new way to teach, engage and motivate students to study. On the other hand, the challenges that a professor's faces up when they teach are related to students who possess a wide range of different skills, previous experiences and motivations that are present when the students take the class. Thus, Tecnologico de Monterrey, through the Tec-21 Model, is developing disciplinaries and transversals competences in students through collaborative work and learning based on challenges to attend the actual educative needs. This paper proposes a tailored methodological process that takes advantage of the gamification through an Artificial Neural Network using a competence-based teaching method supported by the theory of planned behavior (TPB) to motivate students to develop the required skills specified on the Tec-21 model.