Abstract
Introduction: Education has had to adapt to the new environment of students, understood as digital natives. The previous due to the technological changes that have been observed in the last decades. One of the strategies that is currently present is the Gamification (own strategies of video games in support of learning) Method: A deductive method was used, with a quantitative methodology through the application of a test. Results: 54% of students surveyed said they have Internet access at home. 46% use the data of their mobile tele-phony systems, and 0% resort to public or paid business options. 25% use Internet less than 14 hours a week, 53% between 15 and 30 hours and 22% more than 31 hours a week. The teacher population interviewed was composed of 60% women and 40% men. 45% of teachers interviewed would agree to be trained through peer counseling. Another 45% would like to take courses during vacations. Finally, 9% would like to train online. Conclusions: According to the results obtained during the test, it is feasible to include in the School of Medicine (Justo Sierra University) the use of Gamification resources.
Author supplied keywords
Cite
CITATION STYLE
Martínez, C. D., & Sandoval, M. E. C. (2019). Gamification as a pedagogical tool for digital native medical students. Investigacion En Educacion Medica, 8(32), 61–68. https://doi.org/10.22201/facmed.20075057e.2019.32.18147
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.