Journal article Open Access

Strategies of gamification in the university: the use of ClassDojo

Guerrero Abril, Liliana

The gamification consists of transferring the techniques of the video games to the education so that the contents become effective in the shortest possible time with creativity and expectation induced in the planning. Under this framework, the present research aims to raise motivation along with critical thinking in university students through the application Class Dojo, that encourages habits and values towards the integrality of being from the creation and accumulation of badges. To do this, a quantitative study was carried out with 65 UTPL students and the results are evidenced by an instrument applied at the end of the cycle.

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