Who's Who in Zoology: transversal application of gamification and new technologies in university teaching

dc.contributor.authorGalan Elvira, Jaime
dc.contributor.authorPalau Irisarri, Pablo
dc.date.accessioned2025-05-09T11:00:12Z
dc.date.available2025-05-09T11:00:12Z
dc.date.created2025-05-09
dc.date.issued2025-05-09
dc.description.abstractIntroduction: In today¿s hyperstimulating digital environment, shaped by social media and artificial intelligence, education struggles to retain students¿ attention. Traditional teaching models risk obsolescence if they fail to adapt to rapidly evolving societal dynamics. However, this context offers an opportunity to innovate while maintaining academic rigor. Methods: To enhance student engagement and modernize the learning experience, we implemented various gamification tools in the Biology course of the Veterinary Medicine degree. Strategies included a zoology-themed version of the classic game ¿Who¿s Who?¿, the use of the Kahoot! platform to review practical content, and interactive sessions designed to promote debate and teamwork in solving complex problems. The impact of these methods was assessed through academic performance data and student surveys focusing on engagement, knowledge acquisition, subject interest, and perceptions of the teaching team. Results: The introduction of gamified teaching strategies yielded highly positive results. Students reported increased motivation, deeper interest in the subject matter, and a more favorable perception of the teaching team. Moreover, a clear improvement in academic performance was observed, with higher average grades compared to previous years. Discussion: Our findings support gamification as a valuable tool in higher education, particularly in science-based courses. By aligning teaching methods with students¿ expectations and cognitive habits, educators can improve both learning outcomes and classroom dynamics. Gamification offers a means to deliver rigorous content in an engaging format, helping bridge the gap between traditional education and today¿s fast-paced, digital society. KEYWORDS gamification, active learning, veterinary education, student engagement, education innovationes_ES
dc.formatapplication/pdfes_ES
dc.identifier.locationN/Aes_ES
dc.identifier.urihttps://hdl.handle.net/20.500.12080/46832
dc.languageenges_ES
dc.relation.ispartofFrontiers in Veterinary Sciencees_ES
dc.rightsCC-BYes_ES
dc.rights.accessrightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.eses_ES
dc.sourceFrontiers in Veterinary Sciencees_ES
dc.subjectgamification, active learning, veterinary education, student engagement, education innovationes_ES
dc.titleWho's Who in Zoology: transversal application of gamification and new technologies in university teachinges_ES
dc.typeinfo:eu-repo/semantics/articlees_ES

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