La gamificación en las aulas de la Facultad de Derecho de la Universidad de Alicante
DOI:
https://doi.org/10.21071/redd.vi16.16618Abstract
Gamification is a learning method that helps to motivate students through games. With
the application of this technique in teaching, the aim is to motivate students in the
cognitive process in a more dynamic and fun way that captures their attention.
Currently, there are numerous digital platforms that can serve as support for teachers
to make their classes more dynamic, more attractive and motivating for students and to
move away from traditional lectures. In this sense, it can be said that the use of ICT in the
classroom is closely related to the concept of gamification, which has been so deeply
rooted in the academic world for some years now.
In this paper we intend to show our experience of gamification in the classroom
through the use of a digital platform, specifically Socrative, created to achieve greater
interaction between teachers and students, so as to capture the attention of the latter and
improve their learning.
The use of this digital platform in the classroom has helped to make the classes more
dynamic, to help students acquire the skills of the subject in a more enjoyable and
practical way and to give them a positive assessment of the way in which the subject is
taught.
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