Experiencia sobre el empleo de juegos en la educación superior

María Cristina Morán-Salas, Carlos Roberto Moya-Jiménez, M. G. Ley-Fuentes
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Abstract

The adaptation of board games as didactical instruments in superior education facilitates learning. With the objective of easing the learning process and incentivize participation various board games were adapted and combined with bacteriology topics. 33 students of third semester of the bachelor´s degree in Veterinary Medicine and Zootechnics at the University of Guadalajara were selected to form work groups with the objective of selecting a board game and adapt it to the assigned thematic. Also, these games were reassigned to other work groups afterwards, with the finality that the whole class played with all the board games. To evaluate the learning rate in this dynamic project a pre-test and a post-test were realized; the degree of satisfaction was also measured through a survey using a Likert type scale. The students improved their learning exponentially (p<0.1.95 E-08). 91% of the sample considers the strategy useful and attractive and 83% of the previous sample felt motivated towards the topics. Of all of the board games used the most engaging one was “Headbands”. Board games are tools which facilitate the learning process and motivate participation while making scholar activities fun and entertaining.
在高等教育中使用游戏的经验
在高等教育中,棋盘游戏作为教学工具的适应促进了学习。为了简化学习过程和激励参与,各种棋盘游戏被改编并与细菌学主题相结合。瓜达拉哈拉大学兽医和动物技术学士学位第三学期的33名学生被选中组成工作组,目标是选择一种棋盘游戏并使其适应指定的主题。此外,这些游戏随后被重新分配给其他工作小组,最终全班都玩了所有的棋盘游戏。为了评估该动态项目的学习率,分别进行了前测和后测;满意度也通过使用李克特量表的调查来衡量。学生的学习成绩呈指数级提高(p<0.1.95 E-08)。91%的样本认为该策略有用且有吸引力,83%的前一个样本对主题感到有动力。在所有桌面游戏中,最吸引人的是“Headbands”。棋盘游戏是促进学习过程和激励参与的工具,同时使学者活动变得有趣和有趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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