Design and implementation of a gamification strategy in a university course
DOI:
https://doi.org/10.51440/unsch.revistaeducacion.2025.26.548Keywords:
Digital competence, gamification, training strategy, digital ecosystem, interactivity}Abstract
This article presents the design, development, implementation, and assessment of a training strategy that involves interactive, transmedia, and digital narratives through gamification pedagogical exercise. The objective is to present the strategy, through its conception, planning, production, publication, and dissemination through the formation of communities of practice, to contribute from it to the knowledge, skills, and learning outcomes proposed in the subject, involving digital elements as complementary aspects to the traditional teaching of the course. The above demonstrates how interactive environments can contribute to the construction of new learning scenarios, adding from the playfulness oriented to the training of students, to the dynamization of classes and the positive assessment of the exercise by students. The latter is supported by the analysis of the students' perception (as subjects of study) regarding the resources and activities presented, the relationship with the interests of the course and their careers, the use of the tool and its contents, the justice of the established rewards and the impact of everything presented on their learning
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Copyright (c) 2025 Isabel Cristina Paz-Romero, Fredy Eduardo Vasquez-Rizo

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