Abstract
Knowledge production is evolving and changing, taking into account the vicissitudes of the current context. Gamification is presented as an alternative with great potential in this particular moment wherein different countries the COVID 19 are moving in a rhizomatic and silent way. The following objectives are proposed: to determine the themes associated with the evaluation of research problems that are selected to be incorporated into the game; to elaborate the slogans with their solutions, and to test the functioning of the game and, in case of detecting weaknesses, to make the necessary adjustments.
The research is developed in a cross-sectional descriptive way with a non-probabilistic sample for convenience of 183 students from 5 university careers and 2 tertiary careers in Mar del Plata, Argentina. It is emphasized that most of the students indicate not to have carried out gambling activities with academic aims previously, considering that the aspects contemplated in the game have been suitable concerning the contents, the plot, the duration, and the degree of difficulty.
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