Using Gamification to Develop Self-Directed Learning Academic Article in Scopus uri icon

abstract

  • © 2020 ACM.A fundamental task for the teaching activity is to create pedagogical designs that invite students to give a meaning to the academic contents taught in a classroom. Moreover, these pedagogical designs must not only have the capacity to increase the acquisition of knowledge, but also must promote those skills that will be indispensable in the 21st century labor world. Gamification has had a positive impact when there is a pedagogical design that supports the game, and has been shown to promote various skills in students. The purpose of this article is to narrate the experience of a pedagogical design in the logistics area where we have used a serious game developed by professors from our university to promote student learning and develop Self-directed learning skill.

publication date

  • March 3, 2020