APA
Galan Elvira, Jaime & Palau Irisarri, Pablo (2025-05-09 ) .Who's Who in Zoology: transversal application of gamification and new technologies in university teaching.
ISO 690
Galan Elvira, Jaime & Palau Irisarri, Pablo. 2025-05-09 .Who's Who in Zoology: transversal application of gamification and new technologies in university teaching.
https://hdl.handle.net/20.500.12080/46832
Resumen:
Introduction: In today¿s hyperstimulating digital environment, shaped by social media
and artificial intelligence, education struggles to retain students¿ attention. Traditional
teaching models risk obsolescence if they fail to adapt to rapidly evolving societal
dynamics. However, this context offers an opportunity to innovate while maintaining
academic rigor.
Methods: To enhance student engagement and modernize the learning
experience, we implemented various gamification tools in the Biology course of
the Veterinary Medicine degree. Strategies included a zoology-themed version of
the classic game ¿Who¿s Who?¿, the use of the Kahoot! platform to review practical
content, and interactive sessions designed to promote debate and teamwork in
solving complex problems. The impact of these methods was assessed through
academic performance data and student surveys focusing on engagement,
knowledge acquisition, subject interest, and perceptions of the teaching team.
Results: The introduction of gamified teaching strategies yielded highly positive
results. Students reported increased motivation, deeper interest in the subject
matter, and a more favorable perception of the teaching team. Moreover, a clear
improvement in academic performance was observed, with higher average
grades compared to previous years.
Discussion: Our findings support gamification as a valuable tool in higher education,
particularly in science-based courses. By aligning teaching methods with students¿
expectations and cognitive habits, educators can improve both learning outcomes
and classroom dynamics. Gamification offers a means to deliver rigorous content
in an engaging format, helping bridge the gap between traditional education and
today¿s fast-paced, digital society.
KEYWORDS
gamification, active learning, veterinary education, student engagement, education
innovation