Please use this identifier to cite or link to this item: http://hdl.handle.net/10609/106046
Title: ClassQuest: gestión de la motivación como estrategia de aprendizaje
Author: Moreno Arellano, Daniel
Tutor: Martín Lineros, Eduard
Abstract: The introduction of ICT in the educational field has allowed the emergence of new challenges in teaching methodologies and the way the student is related to them. Consequently, devices such as tablets or mobiles are present in the classroom to be part of a functional complement in the educational process. The objective of this project is to implement an application that allows teachers to combine ICT with new methodologies that encourage student participation and motivation during the course of activities. Thus, the application will allow students to create a customizable avatar that can be improved accordingly to the results obtained in the different activities or behavior in the classroom. Also, check the evolution of their activities and record of achievements. Consequently, the teacher will have a management of the different classes in which he can generate accessories for certain activities, bonus or penalize attitudes, encourage group tasks or plan actions that encourage teamwork.
Keywords: education
gamification
mobile applications
ICT
Swift
Document type: info:eu-repo/semantics/masterThesis
Issue Date: 3-Jan-2020
Publication license: http://creativecommons.org/licenses/by-nc/3.0/es/  
Appears in Collections:Bachelor thesis, research projects, etc.

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