Work-in-progress: The road to learning, using gamification Academic Article in Scopus uri icon

abstract

  • © 2021 IEEE.As an educational innovation, gamification is comprised of game principles and elements that influence individuals' behaviors, increasing their motivation in the teaching-learning process, facilitating problem-solving, and motivating them to participate in a safe environment that tolerates mistakes. This raises the following question: Is gamification an innovation that ensures students develop leadership skills while working collaboratively? This document shows how gamification in academic design generates interesting, attractive, and challenging activities for the participants. During the August-December semester of 2020, we created and implemented a roleplay enabling students taking two dissimilar courses to help each other in a fictitious customer-supplier working relationship where each student played a role to reach a common goal. The objective of this gamification was for the students to develop into service leaders in realistic scenarios. Working collaboratively, each assumed a role in problem-solving, leadership, communication, and decision-making in a shared, committed environment. This project's significance is understanding what makes teamwork efficient at the university level and how students discover the value of leadership and collaborative work and develop these competencies through gamified activities.

publication date

  • April 21, 2021