Repositorio Institucional de la Universidad Alfonso X el Sabio

Who's Who in Zoology: transversal application of gamification and new technologies in university teaching

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Galan Elvira, Jaime & Palau Irisarri, Pablo (2025-05-09 ) .Who's Who in Zoology: transversal application of gamification and new technologies in university teaching.

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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
dc.contributor.author Galan Elvira, Jaime
dc.contributor.author Palau Irisarri, Pablo
dc.date.accessioned 2025-05-09T11:00:12Z
dc.date.available 2025-05-09T11:00:12Z
dc.date.created 2025-05-09
dc.date.issued 2025-05-09
dc.identifier.uri https://hdl.handle.net/20.500.12080/46832
dc.description.abstract 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 es_ES
dc.format application/pdf es_ES
dc.language eng es_ES
dc.relation.ispartof Frontiers in Veterinary Science es_ES
dc.rights CC-BY es_ES
dc.rights.uri http://creativecommons.org/licenses/by/4.0/deed.es es_ES
dc.source Frontiers in Veterinary Science es_ES
dc.subject gamification, active learning, veterinary education, student engagement, education innovation es_ES
dc.title Who's Who in Zoology: transversal application of gamification and new technologies in university teaching es_ES
dc.type info:eu-repo/semantics/article es_ES
dc.rights.accessrights info:eu-repo/semantics/openAccess es_ES
dc.identifier.location N/A es_ES


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