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A Gamified Experience in an Online and Face-to-Face University Classroom: Is this Learning Resource Feasible in Both Environments?

Abstract

In this paper we will describe the implementation of a breakout activity with the aim of demonstrating the differences observed in face-to-face and online classes. Through the chapter dedicated to the theoretical framework we will establish the basis of our study and this will help us to describe the evolution of the teaching practice from the face-to-face to the virtual form. Likewise, we will describe the possibilities that gamification offers to university teachers in both modalities. This article serves, on the one hand, to demonstrate that there are digital tools at our disposal that allow us to move from the face-to-face to the virtual classroom and, on the other hand, to find out what students think, the difficulties and facilities they have encountered and the motivation that this type of innovative practices bring to them.

Keywords:
breakout; online teaching; gamification; face-to-face teaching; translation

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