Gamification in the microbiology classroom for biology students during the COVID-19 pandemic

Authors

DOI:

https://doi.org/10.18041/1900-3803/entramado.1.7674

Keywords:

Gamification, Microbiology, Virtual learning

Abstract

Gamification is an underdeveloped didactic method in the microbiology classroom, mainly due to teachers’ limited experience with ICT. However, it can positively influence learning, especially in virtual environments such as those established by the COVID-19 pandemic. This work aimed to analyze the effects of gamification applied to microbiology classes in Biology students in blended and online modalities under the current context. A focus group of students, who experienced the didactics of gamification, Problem-Based Learning, and Project-Based Learning, was surveyed to determine the effects of these methods on its learning. Teachers and graduates also approached gamification, and their responses were analyzed. Students considered that gamification contributed to their engagement in the learning process, increasing the interest in classroom activities. The results also indicated that the three didactic approaches complemented each other and can be integrated into the face-to-face curriculum. Evidence denoted that gamification can indeed enhance cognitive, metacognitive, praxeological, and attitudinal skills, thereby bettering the learning experience.

Downloads

Download data is not yet available.

Author Biographies

  • Nicols Dayana Reina-Guzmán, Universidad de los Llanos, Villavicencio, Meta - Colombia

    Biologist of Universidad de los Llanos, Villavicencio, Meta - Colombia

    https://orcid.org/0000-0002-3808-0945

  • Karen Ximena Sandoval-Parra, Universidad de los Llanos, Villavicencio, Meta - Colombia

    Biologist, MSc in Molecular Biology, Celular and Genetics

    Universidad de los Llanos Research assistant,  Villavicencio, Meta - Colombia,

    https://orcid.org/0000-0002-3431-8549

  • Martha Lucia Ortiz-Moreno, Universidad de los Llanos, Villavicencio, Meta - Colombia

    Biologist, MSc in microbiology, Dr. Sci. in Ecology and natural resources.

    Universidad de los Llanos, Associate professor, Villavicencio, Meta, Colombia.

    Corresponding author

    https://orcid.org/0000-0003-0172-9111

  • Sara Cristina Guerrero, Universidad de los Llanos, Villavicencio, Meta - Colombia

    Graduated in Mathematics and Physics, Esp. In Educational Management, MSc in Statistics, Dr. Sci. In Education.

    Universidad de los Llanos, Associate professor Villavicencio, Meta, Colombia

    https://orcid.org/0000-0002-9777-2706

References

ALCÁNTARA-SANTUARIO, Armando. Educación superior y covid-19: Una perspectiva comparada. In: CASANOVA CARDIEL, Hugo. Educación y pandemia: Una visión académica. Ciudad de México: IISUE, UNAM, 2020. p. 75-82. http://www.iisue.unam.mx/nosotros/covid/educacion-y-pandemia

ALDOSSARI, Maryam; CHAUDHRY, Sara. Women and burnout in the context of a pandemic. In: Feminist Frontiers. 2021. vol. 28, p. 826-834. https://doi.org/10.1111/gwao.12567

ANAZIFA, Risqa D.; DJUKRI, D. Project-based learning and problem-based learning: Are they effective to improve student’s thinking skills? In: Journal Pendidikan IPA Indonesia. 2017. vol. 6, no. 2, p. 346-355. https://doi.org/10.15294/jpii.v6i2.11100

ARMBRUSTER, Peter; PATEL, Maya; JOHNSON, Erika; WEISS, Martha. Active learning and student-centered pedagogy improve student attitudes and performance in introductory biology. In: CBE-Life Sciences Education. 2009. vol. 8, no. 3, p. 203-213. https://doi.org/10.1187/cbe.09-03-0025

BEYLEFELD, Adriana A.; STRUWIG, Magdalena. C. A gaming approach to learning medical microbiology: Students’ experiences of flow. In: Medical Teacher. 2007. vol. 29, no. 9-10, p. 933-940. https://doi.org/10.1080/01421590701601550

BONDE, Mads T.; MAKRANSKY, Guido; WANDALL, Jakob; LARSEN, Mette V.; MORSING, Mikkel; JARMER, Hanne; SOMMER, Morten O. A. Improving biotech education through gamified laboratory simulations. In: Nature Biotechnology. 2014. vol. 32, no. 7, p. 694-697. https://doi.org/10.1038/nbt.2955

BOWLING, Kristi G.; KLISCH, Yvonne; WANG, Shu; BEIER, Margaret. Examining an online microbiology game as an effective tool for teaching the scientific process. In: Journal of Microbiology & Biology Education. 2013. vol. 14, no. 1, p. 58-65. http://dx.doi.org/10.1128/jmbe.v14i1.505

BROM, Cyril; PREUSS, Michal; KLEMENT, Daniel. Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study. In: Computers and Education. 2011. vol. 57, no. 3, p. 1971-1988. https://doi.org/10.1016/j.compedu.2011.04.007

CEA-ÁLVAREZ, Ana María. El diario de aprendizaje como medio de reflexión y herramienta de investigación en clase de ELE. In: NÚÑEZ SABARÍS, Xaquín; GONZÁLEZ-SÁNCHEZ, Aránzazu; PAZOS-JUSTO, Carlos; DONO-LÓPEZ, Pedro. Horizontes científicos y planificación académica en la didáctica de lenguas y literaturas. V. N. Famalicão: Húmus, 2015. p. 129-147. http://cehum.ilch.uminho.pt/cehum/static/publications/horizontes_cientificos_pub_online.pdf#page=129/

CÓNDOR-HERRERA, Omar. Educar en tiempos de COVID-19. In: CienciAmérica. 2020. vol. 9, no. 2, p. 31-37. https://doi.org/10.33210/ca.v9i2.281

CORCHUELO-RODRÍGUEZ, Camilo. Gamificación en educación superior: Experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula. In: Revista Electrónica de Tecnología Educativa. 2018. no. 63, p. 29-41. https://doi.org/10.21556/edutec.2018.63.927

DEIF, Ahmed. Insights on lean gamification for higher education. In: International Journal of Lean Six Sigma. 2017. vol. 8, no. 3, p. 359-376. https://doi.org/10.1108/IJLSS-04-2016-0017

DETERDING, Sebastian; DIXON, Dan; KHALED, Rilla; NACKE, Lennart. From game design elements to gamefulness: Defining "gamification". In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. New York: Association for Computing Machinery. September, 2011, p. 9-15. https://doi.org/10.1145/2181037.2181040

DEXTER, Franklin. Wilcoxon-Mann-Whitney test used for data that are not normally distributed. In: Anesthesia & Analgesia. 2013. vol. 117, no. 3, p. 537-538. https://doi.org/10.1213/ANE.0b013e31829ed28f

DÍEZ GUTIÉRREZ, Enrique Javier; GAJARDO ESPINOSA, Katherine. Educar y evaluar en tiempos de coronavirus: La situación en España. In: Multidisciplinary Journal of Educational Research. 2020. vol. 10, no. 2, p. 102-134. https://doi.org/10.17583/remie.2020.5604

DRACE, Kevin. Gamification of the laboratory experience to encourage student engagement. In: Journal of Microbiology & Biology Education. 2013. vol. 14, no. 2, p. 273-274. https://doi.org/10.1128/jmbe.v14i2.632

DUSTMAN, Wendy A; KING-KELLER, Sharon; MARQUEZ, Rolando J. Development of gamified, interactive, low-cost, flexible virtual microbiology labs that promote higher-order thinking during pandemic instruction. In: Journal of Microbiology & Biology Education. 2021. vol. 22, no. 1. https://doi.org/10.1128/jmbe.v22i1.2439

EBNER, Martin; HOLZINGER, Andreas. Successful implementation of user-centered game-based learning in higher education: An example from civil engineering. In: Computers & Education. 2007. vol. 49, no. 3, p. 873-890. https://doi.org/10.1016/j.compedu.2005.11.026

ESPINO HERNÁNDEZ, María; ABÍN-VÁZQUEZ, Lutgarda; SILVA-REYES, Mercedes; ÁLVAREZ-GONZÁLEZ, Miguel Manuel; DÍAZ-SUÁREZ, Luis Alberto; ALEMÁN-MONDEJA, Linet. Evaluación de una estrategia docente para las prácticas de laboratorio de microbiología y parasitología médica en medicina. In: Educación Médica Superior. 2011. vol. 25, no. 4, p. 438-450. http://scielo.sld.cu/scielo.php?script=sci_arttext&pid=S0864-21412011000400006/

de A. F. F. FINGER, Jéssica; de MENEZES, Jones B. F.; de MELO FRANCO, Bernadette Dora Gombossi; LANDGRAF, Mariza; RASPOR, Peter; PINTO, Uelinton Manoel. Challenges of teaching food microbiology in Brazil. In: Brazilian Journal of Microbiology. 2020. vol. 51, no. 1, p. 279-288. https://doi.org/10.1007/s42770-019-00107-0

FITHRIANI, Rahmah. The utilization of mobile-assisted gamification for vocabulary learning: Its efficacy and perceived benefits. In: Computer Assisted Language Learning Electronic Journal (CALL-EJ). 2021. vol. 22, no. 3, p. 146-163. http://callej.org/journal/22-3/Fithriani2021.pdf

GARCÍA-PEÑALVO, Francisco José; CORELL, Alfredo; ABELLA-GARCÍA, Víctor; GRANDE, Mario. Online assessment in higher education in the time of COVID-19. In: Education in the Knowledge Society (EKS). 2020. vol. 21, p. 1-26. https://doi.org/10.14201/eks.23086

GOETHE, Ole. Timings in Games and Gamification. In: Gamification Mindset. Human-Computer Interaction Series. Cham: Springer, 2019. p. 93-105. https://doi.org/10.1007/978-3-030-11078-9_9

HEDAYATI-MEHDIABADI, Amir; HUANG, Wenhao David; OH, Eunjung Grace. Understanding students’ ethical reasoning and fallacies through asynchronous online discussion: Lessons for teaching evaluation ethics. In: Journal of Moral Education. 2020. vol. 49, no. 4, p. 454-475. https://doi.org/10.1080/03057240.2019.1662774

HUANG, Wen-Hao. Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. In: Computers in Human Behavior. 2011. vol. 27, no. 2, p. 694-704. https://doi.org/10.1016/j.chb.2010.07.021

HUIZENGA, Jantina; ADMIRAAL, Wilfried; AKKERMAN, Sanne; DAM, Gregory. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. In: Journal of Computer Assisted Learning. 2009. vol. 25, no. 4, p. 332-344. https://doi.org/10.1111/j.1365-2729.2009.00316.x

IOANNIDOU, Andri; REPENNING, Alexander; WEBB, David; KEYSER, Diane; LUHN, Lisa; DAETWYLER, Christof. Mr. Vetro: A collective simulation for teaching health science. In: International Journal of Computer-Supported Collaborative Learning. 2010. vol. 5, no. 2, p. 141-166. https://doi.org/10.1007/s11412-010-9082-8

IOSUP, Alexandru; EPEMA, Dick. An experience report on using gamification in technical higher education. In: SIGCSE 2014-Proceedings of the 45th ACM Technical Symposium on Computer Science Education. New York: Association for Computing Machinery, 2014. p. 27-32. https://doi.org/10.1145/2538862.2538899

JANTAKUN, Thiti; JANTAKOON, Thada. Digital Educational Computer Games Environments Supporting Education (DECGE-SE). In: Higher Education Studies. 2021. vol. 11, no. 2, p. 91-98. https://doi.org/10.5539/hes.v11n2p91

JAWAD, Hadeel M.; TOUT, Samir. Gamifying computer science education for Z generation. In: Information. 2021. vol. 12, no. 11, p. 453. https://doi.org/10.3390/info12110453

JOSHI, Ankur; KALE, Saket; CHANDEL, Satish; PAL, D. K. Likert Scale: Explored and Explained. In: British Journal of Applied Science and Technology. 2015. vol. 7, no. 4, p. 396-403. https://eclass.aspete.gr/modules/document/file.php/EPPAIK269/5a7cc366dd963113c6923ac4a73c3286ab22.pdf

KALOGIANNAKIS, Michail; PAPADAKIS, Stamatios; ZOURMPAKIS, Alkinoos-Ioannis. Gamification in science education. A systematic review of the literature. In: Education Sciences. 2021. vol. 11, no. 1, p. 22. https://doi.org/10.3390/educsci11010022

KLOPFER, Eric. Augmented learning: Research and design of mobile educational games. Cambridge: The MIT Press, 2008. 251 p.

LOZADA-ÁVILA, Carolina; BETANCUR-GÓMEZ, Simón. Gamification in higher education: a systematic review. In: Revista Ingenierías Universidad de Medellín. 2017. vol. 16, no. 31, p. 97-124. https://doi.org/10.22395/rium.v16n31a5

LUO, Zhanni. Gamification for educational purposes: What are the factors contributing to varied effectiveness? In: Education and Information Technologies. 2022. vol. 27, p. 891-915. https://doi.org/10.1007/s10639-021-10642-9

MAHASE, Elisabeth. COVID-19: WHO declares pandemic because of “alarming levels” of spread, severity, and inaction. In: BMJ. 2020. vol. 368, m1036. https://doi.org/10.1136/bmj.m1036

MANZANO-LEÓN, Ana; CAMACHO-LAZARRAGA, Pablo; GUERRERO, Miguel A.; GUERRERO-PUERTA, Laura; AGUILAR-PARRA, José M.; TRIGUEROS, Rubén; ALIAS, Antonio. Between level up and game over: A systematic literature review of gamification in education. In: Sustainability. 2021. vol. 13, no. 4, 2247. https://doi.org/10.3390/su13042247

MASIELLO, Italo; RAMBERG, Robert; LONKA, Kirsti. Attitudes to the application of a web-based learning system in a microbiology course. In: Computers & Education. 2005. vol. 45, p. 171-185. https://doi.org/10.1016/j.compedu.2004.07.001

MAYER, Igor; WARMELINK, Harald; BEKEBREDE, Geertje. Learning in a game-based virtual environment: a comparative evaluation in higher education. In: European Journal of Engineering Education. 2013. vol. 38, no. 1, p. 85-106. https://doi.org/10.1080/03043797.2012.742872

MAZZOGLIO Y NABAR, Martin J.; ALGIERI, Ruben D.; TORNESE, Elba B. Gamification or gaming techniques applied to pedagogy: Foundations of the cognitive neuroscience applied to the education. In: Global Journal of Human-Social Science: G Linguistics & Education. 2018. vol. 18, no. 2. https://socialscienceresearch.org/index.php/GJHSS/article/view/2519

MESE, Can; DURSUN, Ozcan Ozgur. Effectiveness of gamification elements in blended learning environments. In: Turkish Online Journal of Distance Education. 2019. vol. 20, no. 3, p. 119-142. https://doi.org/10.17718/tojde.601914

MOHAN, B. S.; NAMBIAR, Vinod; ARVINDAKSHAN, Rajeev. Implementation and assessment of students’ perception on effectiveness of kahoot game-based educational tool in learning microbiology. In: Journal of Biomedical and Pharmaceutical Research. 2018. vol. 7, no. 4, p. 12-18. https://jbpr.in/index.php/jbpr/article/view/542

MOLNAR, Andreea. The effect of interactive digital storytelling gamification on microbiology classroom interactions. In: ISEC 2018-Proceedings of the 8th IEEE Integrated STEM Education Conference. January, 2018. p. 243-246. https://doi.org/10.1109/ISECon.2018.8340493

NILSSON, Elisabet M.; SVINGBY, Gunilla. Gaming as actions: students playing a mobile educational computer game. In: HUMAN IT. 2009. vol. 10, no. 1, p. 26-59. https://humanit.hb.se/article/view/91/

OBAYA VALDIVIA, Adolfo Eduardo; VARGAS-RODRÍGUEZ, Yolanda Marina; GIAMMATTEO, Lucila; RUIZ-SOLÓRZANO, Citlali. The role of educational research in teaching chemistry. In: International Journal of Development Research. 2019. vol. 9, no. 1, p. 25253-25257. https://files.eric.ed.gov/fulltext/ED595176.pdf/

OH, Eunjung Grace; HUANG, Wen-Hao David; HEDAYATI-MEHDIABADI, Amir; JU, Boreum. Facilitating critical thinking in asynchronous online discussion: comparison between peer- and instructor-redirection. In: Journal of Computing in Higher Education. 2018. vol. 30, no. 3, p. 489-509. https://doi.org/10.1007/s12528-018-9180-6

OLIVA, Herberth Alexander. La gamificación como estrategia metodológica en el contexto educativo universitario. In: Realidad y Reflexión. 2016. vol. 44, p. 29-47. https://doi.org/10.5377/ryr.v44i0.3563

OLIVEIRA, Wilk; PASTUSHENKO, Olena; RODRIGUES, Luiz; TODA, Armando M.; PALOMINO, Paula T.; HAMARI, Juho; ISOTANI, Seiji. Does gamification affect flow experience? A systematic literature review. In: arXiv. 2021. vol. 1. https://arxiv.org/pdf/2106.09942

OLIVER, Erna. Gamification as transformative assessment in higher education. In: HTS Teologiese Studies/Theological Studies. 2017. vol. 73, no. 3, a4527. https://doi.org/10.4102/hts.v73i3.4527

RAMELLI, Stefano; WAGNER, Alexander F. Feverish stock price reactions to COVID-19. In: The Review of Corporate Finance Studies. 2020. vol. 9, no. 3, p. 622-655. https://doi.org/10.1093/rcfs/cfaa012

ROSENBAUM, Eric; KLOPFER, Eric; PERRY, Judy. On location learning: Authentic applied science with networked augmented realities. In: Journal of Science Education and Technology. 2007. vol. 16, no. 1, p. 31-45. https://doi.org/10.1007/s10956-006-9036-0

SAALU, Linus C.; ABRAHAM, A. A.; AINA, W. O. Quantitative evaluation of third year medical students’ perception and satisfaction from problem based learning in anatomy: A pilot study of the introduction of problem based learning into the traditional didactic medical curriculum in Nigeria. In: Educational Research and Reviews. 2010. vol. 5, no. 4, p. 193-200. https://academicjournals.org/journal/ERR/article-abstract/56C4B224023/

SALEEM, Awaz N.; NOORI, Narmin M.; OZDAMLI, Fezile. Gamification applications in E-learning: A literature review. In: Technology, Knowledge and Learning. 2021. https://doi.org/10.1007/s10758-020-09487-x

SANCHO, Pilar; CORRAL, Ricardo; RIVAS, Teresa; GONZÁLEZ, María Jesús; CHORDI, Andrés; TEJEDOR, Carmen. A blended learning experience for teaching microbiology. In: American Journal of Pharmaceutical Education. 2006. vol. 70, no. 5, 120. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC1637024/pdf/ajpe120.pdf/

SANDRONE, Stefano; CARLSON, Chad. Gamification and game-based education in neurology and neuroscience: Applications, challenges, and opportunities. In: Brain Disorders. 2021. vol. 1, 100008. https://doi.org/10.1016/j.dscb.2021.100008

SAWILOWSKY, Shlomo; FAHOOME, Gail. Kruskal‐Wallis test: Basic. In: Wiley StatsRef: Statistics Reference Online. 2014. https://doi.org/10.1002/9781118445112.stat06567.

SCHÖBEL, Sofia Marlena; JANSON, Andreas; SÖLLNER, Matthias. Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs. In: European Journal of Information Systems. 2020. vol. 29, no. 6, p. 641-668. https://doi.org/10.1080/0960085X.2020.1796531

SEIBERT, Susan A. Problem-based learning: A strategy to foster generation Z's critical thinking and perseverance. In: Teaching and Learning in Nursing. 2021. vol. 16, no. 1, p. 85-88. https://doi.org/10.1016/j.teln.2020.09.002

SILLAOTS, Martin. Gamification of higher education by the example of course of research methods. In: POPESCU, Elvira; LAU, Rynson W. H.; PATA, Kai; LEUNG, Howard; LAANPERE, Mart (eds.). Advances in Web-Based Learning – ICWL 2014. Lecture Notes in Computer Science. vol 8613. Springer, Cham, 2014. https://doi.org/10.1007/978-3-319-09635-3_11

ŠISLER, Vít; BROM, Cyril. Designing educational game: Case study of ‘Europe 2045’. In: PAN, Zhigeng; CHEOK, Adrian David; MÜLLER, Wolfgang; EL RHALIBI, Abdennour. Transactions on Edutainment I. Lecture Notes in Computer Science. vol 5080. Berlin: Springer, 2008. p. 1-16. https://doi.org/10.1007/978-3-540-69744-2_1

SOKAL, Laura J.; TRUDEL, Lesley G. Eblie; BABB, Jeff C. Supporting teachers in times of change: The job demands-resources model and teacher burnout during the COVID-19 pandemic. In: International Journal of Contemporary Education. 2020. vol. 3, no. 2, p. 67-74. https://doi.org/10.11114/ijce.v3i2.4931

SQUIRE, Kurt D.; JAN, Mingfong. Mad city mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. In: Journal of Science Education and Technology. 2007. vol. 16, no. 1, p. 5-29. https://doi.org/10.1007/s10956-006-9037-z

TODA, Armando M.; KLOCK, Ana C. T.; OLIVEIRA, Wilk; PALOMINO, Paula T.; RODRIGUES, Luiz; SHI, Lei; BITTENCOURT, Ig; GASPARINI, Isabela; ISOTANI, Seiji; CRISTEA, Alexandra I. Analysing gamification elements in educational environments using an existing gamification taxonomy. In: Smart Learning Environments. 2019. vol. 6, no. 16, p. 1-14. https://doi.org/10.1186/s40561-019-0106-1

UMAÑA-MATA, Ana Cristina. Educación superior en tiempos de COVID-19: Oportunidades y retos de la educación a distancia. In: Innovaciones Educativas. 2020. vol. 22, p. 36-49. https://doi.org/10.22458/ie.v22iEspecial.3199

UPADYAYA, Katja; CUMSILLE, Patricio; AVALOS, Beatrice; ARANEDA, Sebastian; LAVONEN, Jari; SALMELA-ARO, Katariina. Patterns of situational engagement and task values in science lessons. In: The Journal of Educational Research. 2021. vol. 114, no. 4, p. 394-403. https://doi.org/10.1080/00220671.2021.1955651

VARANNAI, István; SASVARI, Peter; URBANOVICS, Anna. The use of gamification in higher education: An empirical study. In: International Journal of Advanced Computer Science and Applications. 2017. vol. 8, no. 10. https://dx.doi.org/10.14569/IJACSA.2017.081001

WERBACH, Kevin. (Re)defining gamification: A process approach. In: SPAGNOLLI, Anna; CHITTARO, Luca; GAMBERINI, Luciano. Persuasive Technology. Persuasive 2014. Lecture Notes in Computer Science. vol 8462. Padua: Springer, 2014. p. 266-272. https://doi.org/10.1007/978-3-319-07127-5_23

WIGGINS, Bradley E. An overview and study on the use of games, simulations, and gamification in higher education. In: International Journal of Game-Based Learning. 2016. vol. 6, no. 1, p. 18-29. https://doi.org/10.4018/IJGBL.2016010102

WORLD HEALTH ORGANIZATION. WHO director-general’s opening remarks at the media briefing on COVID-19-11. March 2020. https://www.who.int/director-general/speeches/detail/who-director-general-s-opening-remarks-at-the-media-briefing-on-covid-19---11-march-2020

WRZESIEN, Maja; ALCAÑIZ, Mariano. Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. In: Computers and Education. 2010. vol. 55, no. 1, p. 178-187. https://doi.org/10.1016/j.compedu.2010.01.003

YILDIRIM, Ibrahim. The effects of gamification-based teaching practices on student achievement and students’ attitudes toward lessons. In: The Internet and Higher Education. 2017. vol. 33, p. 86-92. https://doi.org/10.1016/j.iheduc.2017.02.002

ZAHEDI, Leila; BATTEN, Jasmine; ROSS, Monique; POTVIN, Geoff; DAMAS, Stephanie; CLARKE, Peter; DAVIS, Debra. Gamification in education: A mixed-methods study of gender on computer science students’ academic performance and identity development. In: Journal of Computing in Higher Education. 2021. vol. 33, no. 2, p. 441-474. https://doi.org/10.1007/s12528-021-09271-5

ZICHERMANN, Gabe; CUNNINGHAM, Christopher. Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol: O'Reilly Media, Inc., 2011. 187 p. https://books.google.es/books?hl=es&lr=&id=zZcpuMRpAB8C&oi=fnd&pg=PR7&ots=UvK432tf2l&sig=WVBjV9XNrIUB57g4Vc9fpj2YwnE&redir_esc=y#v=onepage&q&f=false

Downloads

Published

2022-01-22

Issue

Section

Articles

How to Cite

Gamification in the microbiology classroom for biology students during the COVID-19 pandemic . (2022). Entramado, 18(1), e-7674. https://doi.org/10.18041/1900-3803/entramado.1.7674

Similar Articles

1-10 of 18

You may also start an advanced similarity search for this article.

Most read articles by the same author(s)