Student satisfaction in the use of their mobile phones as gamification tool in a university context
DOI:
https://doi.org/10.17561/ae.v26n1.7791Keywords:
gamification, information communication technologies, universityAbstract
The use of the mobile phone as a gamification tool to improve attention and interest in a university context has been barely evaluated. The objective of this study is to evaluate it in some subjects of the Medicine and Biology degree. The experiment was carried out in three highly demanding and rote learning subjects of the Degree in Medicine and Biology at the University of Oviedo. After each lesson, the researchers devoted 8 minutes to carry out game-based quizzes through mobile phones. The students' satisfaction with the technique was evaluated at the end of the subject. The statistics used are descriptive together with histograms. The results were encouraging, with more than 90% of the students wanting to use the methodology in the rest of the subjects and more than 90% also having a high degree of overall satisfaction. The results were highly concordant in the three subjects analysed despite their technical diversity.
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Copyright (c) 2024 Daniel Hernández-Vaquero Panizo, Isaac Pascual Calleja, Alberto Domínguez-Rodríguez, Rebeca Lorca Gutiérrez, Miguel Muñiz-Calvente, Alberto Alperi, Pablo Avanzas Fernández

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