XVIII. GAMIFICATION AS A STRATEGY TO IMPROVE LEARNING PROCESSES IN HIGHER EDUCATION
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Abstract
The pedagogical strategies that are proposed in a didactic way, with a defined purpose, generate in student’s interest and motivation for knowledge, research and learning. In this way, the knowledge acquired is enhanced, for this, tools based on gamification are a good alternative, especially due to the characteristics of students who pursue careers based on sports. Therefore, the objective of this study is to propose a strategy to improve the learning processes in the Sports Medicine course of the Technology in Sports Training of the Technological Units of Santander. Faced with the methodology, the qualitative approach was used with the type of projective research; Three categories of analysis were defined: motivation, attention and didactic improvement plan; Three techniques were used: documentary review, followed by the focus group applied to ten students of the course selected through convenience sampling; finally, semi-structured interview with experts. Regarding the results, it was evidenced that the teaching influence is positive, but more playful should be included; Among the main distractors are the use of cell phones and social networks, for which an adjustment to the course plan is proposed that includes active pedagogies, such as project-based learning, in cases and challenges through the application. of didactic gamification strategies favoring meaningful learning.
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Gamification, Motivation, Attention, Active pedagogies, Meaningful learning
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