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Gamification in university teaching for Systems Engineering students at a Lima North University

Paragulla J.V.; Andrade-Arenas L.; Barriales A.L.F. · EDUNINE 2020 - 4th IEEE World Engineering Education Conference: The Challenges of Education in Engineering, Computing and Technology without Exclusions: Innovation in the Era of the Industrial Revolution 4.0, Proceedings (2020) · DOI: 10.1109/edunine48860.2020.9149524

Resumen

In this time, students are digital natives and live with digital technology permanently. The use of cell phones among university students during the classroom is evident. The teacher, therefore, must incorporate didactic strategies aimed to get the student's attention as long as possible and one way to achieve this is making the students use their digital resources as tools for their learning. In this paper we want to share the experience of incorporating gamification with digital tools such as Kahoot in university didactic for System Engineering students at the University of Sciences and Humanities, Lima, Peru. These digital gamification tools can be used with any electronic device with access to the internet and allowed us to achieve more participatory, enthusiastic and motivated students in their learning process during the classroom sessions.

Instituciones: Universidad de Ciencias y Humanidades