A.M. Martínez-Rodríguez, A. Oya, R. Caballero-Águila, R. Fernández-Alcalá, M.P. Frías-Bustamante, M.J. Olmo-Jiménez
One of the main challenges in higher education is the lack of student motivation, especially in subjects perceived as less relevant to their primary field of study. This lack of engagement often leads to difficulties in understanding essential concepts, ultimately hindering the learning process. A clear example of this is statistical inference, a fundamental yet complex topic for students across various disciplines. Furthermore, modern educational frameworks, particularly in higher education, are increasingly focused on active, student-centered learning approaches that incorporate diverse learning methods and emphasize competency-based achievements.
In this context, universities are integrating a variety of innovative teaching methodologies and resources aimed at enhancing student motivation and fostering active engagement in the learning process. This study examines the implementation of new technologies and gamification as a novel pedagogical approach to boost motivation, classroom participation, and comprehension of statistical inference, thereby improving academic performance. Specifically, the Quizziz platform was utilized, offering students the advantage of easy access through their mobile devices. This technology also serves as a valuable tool for educators, facilitating increased student engagement, participation, and the assessment of their understanding and progress. Additionally, students have the opportunity to take an active role in their learning by tracking their own development and grasping key concepts.
Despite the promising results, some challenges emerged, particularly the need to carefully design game-based activities to ensure they retain their educational value. Ultimately, the study concludes that it can be a powerful tool for enhancing the learning of statistical inference, as long as it is thoughtfully implemented and aligned with well-defined educational objectives.
Keywords: Gamification, statistical inference, active learning, student engagement.