2019, Number 32
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Inv Ed Med 2019; 8 (32)
Gamification as a pedagogical tool for digital native medical students
Dorado MC, Chamosa SME
Language: Spanish
References: 10
Page: 61-68
PDF size: 591.08 Kb.
ABSTRACT
Introduction: Education has had to adapt to the new
environment of students, understood as digital natives.
The previous due to the technological changes that have
been observed in the last decades. One of the strategies
that is currently present is the Gamification (own strategies
of video games in support of learning)
Method: A deductive method was used, with a quantitative
methodology through the application of a test.
Results: 54% of students surveyed said they have Internet
access at home. 46% use the data of their mobile telephony
systems, and 0% resort to public or paid business
options. 25% use Internet less than 14 hours a week,
53% between 15 and 30 hours and 22% more than 31
hours a week. The teacher population interviewed was
composed of 60% women and 40% men. 45% of teachers
interviewed would agree to be trained through peer
counseling. Another 45% would like to take courses during
vacations. Finally, 9% would like to train online.
Conclusions: According to the results obtained during
the test, it is feasible to include in the School of Medicine
(Justo Sierra University) the use of Gamification
resources.
REFERENCES
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