DOI: 10.17151/kepes.2016.13.14.4
How to Cite
Gallego Aguilar, A. F. ., & Ágredo Ramos, A. F. . (2016). Implementing a gamification methodology to motivate reading and writing in young university students. Kepes, 13(14), 61–81. https://doi.org/10.17151/kepes.2016.13.14.4

Authors

Andrés Felipe Gallego Aguilar
Universidad Autónoma de Occidente
afgallego@uao.edu.co
http://orcid.org/0000-0003-4533-5130
Perfil Google Scholar
Andrés Fabián Ágredo Ramos
Universidad Autónoma de Occidente
afagredo@uao.edu.co
http://orcid.org/0000-0001-9510-8628
Perfil Google Scholar

Abstract

This article presents a synthesis of the results of a research project conducted at Universidad Autónoma de Occidente that used gamification as a method to motivate reading and writing in the Oral and Written Expression course whose main focus is the development of skills around language and argumentation, and in which participate first semester students.

Taking as a starting point a reflection about the concept of gamification, the experience of design and implementation of an online platform is presented, El Palabrero, enliven in a pre-Hispanic world of fiction whose purpose is to administer a game experience around the different types of argumentation as a classroom tool for language teachers.

Five moments were proposed for the development of the research: (1) A phase of needs definition with Spanish Language Department professors and students taking the Oral-written Expression ourse at Universidad Autónoma de Occidente; (2) an exploration of the concept of gamification and an approach for its definition; (3) the design of the experience according to the established requirements; (4) implementation of the first model of the gamification methodology; and (5) validation of the gamification proposal with first semester students and Spanish language professors.

A methodology for the creation of gamification projects in five stages was designed as a result of this process: analysis, gamification, formalization, mediation, and packaging.

The conclusions of this exercise serve as a reference to feed the discussion on gamification applied as a strategy to motivate the participation of users in contexts related to education.

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