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Submitted May 25, 2025
Published 2025-08-01

Artículos

Vol. 1 No. 1 (2025): INDIGO

The use of gamification in higher education, Regional University Center of San Miguelito


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Citación:
DOI: ND

Published: 2025-08-01

How to Cite

Aranda, O. (2025). The use of gamification in higher education, Regional University Center of San Miguelito. índigo Panamá, 1(1), 53–60. Retrieved from https://revistas.up.ac.pa/index.php/indigo/article/view/7350

Abstract

New educational scenarios have emerged for teachers, requiring them to update their teaching techniques and methodologies, implement new strategies, and employ resources and tools that increase student motivation. Among these methodologies is a learning technique called gamification, which uses game mechanics in the educational field to motivate, improve academic skills, reward, and internalize knowledge in a fun way. This study aims to measure the use of this technique at higher education levels and establish knowledge and, possibly, the level of this methodology used by professors working at the San Miguelito Regional University Center of the University of Panama. The objective is to implement gamified environments in the classroom, creating interactive and motivating environments in the educational environment, fostering this new teaching method and technique. The tool used in this research was a questionnaire sent digitally in the second semester of 2021, using the gamification tool Quizz, to 15 professors from various faculties who teach at this regional center. This study showed that most of the teachers surveyed were already familiar with gamification; however, they were unaware of its use and the application of this methodology in their classes to increase student interest and motivation.

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