Abstract
espanolIntroduccion. Este trabajo reune informacion preliminar sobre un proyecto cuya hipotesis es que la inclusion de errores en algunos temas por parte del profesor induce a los alumnos a buscarlos, localizarlos, discutirlos y conocerlos, llevando a un mejor conocimiento de la asignatura y por tanto a adquirir las competencias que marca el Plan Bolonia. Metodos. El proyecto que se concibio para aplicar un metodo basado en el error, pero con potenciacion mediante gamificacion en cinco asignaturas de tres grados de la Universidad Complutense de Madrid. A causa de la pandemia COVID-19 se tuvieron que modificar algunos objetivos planificados al solicitar la concesion del proyecto, obteniendose datos objetivos, muchos aun sin evaluar totalmente, de dos asignaturas. Un 10% de los temas explicados tenian errores. Se hicieron evaluaciones con la plataforma Kahoot! y mediante cuestionarios tipo test. Las preguntas tenian cuatro posibles respuestas, de las que solo una era cierta. Se realizaron ademas un examen parcial liberatorio y un examen final donde se ubicaron preguntas de los temas con errores y sin errores. Resultados. Aunque muchos datos estan aun siendo evaluados estadisticamente para conocer el grado de contribucion de los temas con errores respecto a sin errores, asi como de la gamificacion, los resultados sugieren una nota superior y del orden de un 8,2% en los temas con errores. Estas diferencias fueron mucho mayores en el caso de los alumnos de Farmacia (15%, p Conclusiones. La inclusion de errores en los temas incrementa la nota y el nivel de acierto, particularmente en aquellos alumnos que con una menor motivacion para estudiar, permitiendo que un mayor numero de personas logre un nivel mas elevado de calificaciones. Se concluye ademas que un porcentaje elevado de alumnos senalan que en el caso de ser ellos el profesor aplicarian el mismo metodo para incentivar el aprendizaje basado en la gamificacion. EnglishIntroduction. This work gathers information about a project not yet completed which hypothesis is that the inclusion of errors, by the teacher, in some lessons induces students to search, find, discuss and know them, leading to a better knowledge of the subject and therefore, acquire the competencies set by the Bologna plan. Methods. A method based on error but enhanced by gamification in five subjects of three degrees of the Complutense University of Madrid was conseived. Due to the COVID-19 pandemic, some of the planned objectives set when applying for the funding of the project had to be modified. Having objective data, although part still has not been evaluated. A total of 10% of lessons with errors were introduced. Evaluations were conducted with the Kahoot! platform and through multiple choice questionnaires. The questions had four possible answers, of which only one was correct. In addition, partial and final examination were also carried out with questions about the lessons taught with errors and without errors. Results. Although many data are still being statistically evaluated to know the degree of contribution of the topics with errors vs. without errors, as well as gamification, the results suggest a higher score (8.2%) in the topics with errors. These differences were much greater in the case of Pharmacy students (15%, p Conclusions. The errors inclusion in the topics increases the grade and the level of success, particularly in those students with less motivation to study, allowing a greater number of people to achieve a higher qualification level. It is also concluded that a large percentage of students indicate that if they were the teacher they would apply the same method to encourage learning based on gamification.
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