Game-based Learning. A tool that enhances the collaborative work. Case study: undergraduate students


  • Rodrigo Urcid Puga Tecnologico de Monterrey



game-based learning, educational innovation, professional education, higher education, teamwork, collaboration


The way a professor teaches in the classroom mostly at the undergraduate level is constantly changing, and this is reflected in how pedagogical resources are transformed. What was previously unthinkable to use in the classroom is now standard, including an impactful tool, the video games. This digital tool, over the years, has positioned itself as an element that goes beyond entertainment, and have proven that thanks to the interaction that it provides the alumni has gain more capacities and tools beyond the academic goal. The objective of this work was to delve into the relevance of Game-Based Learning (GBL) and how it affects students to develop and acquire teamwork competency and strengthen peer collaboration. This paper aims to show the results obtained from the research and analysis of 99 undergraduate students enrolled in creative studies; specially, the majors that are included are: communication, digital art, marketing, musical production, architecture, and industrial design, all these students are part of private college in Puebla, México. The quantitative methodology used a six-item, Likert-scale instrument. This questionnaire was applied to undergraduate students in academic programs related to the creation of multimedia and transmedia content and other creative areas. The results indicated that the students appreciated the educational methodology of using video games as a didactic tool and this creates that the students get more involved not only with the classes, but with their own learning. It must be cleared that this kind of methodology must be applied during the sessions, and, of course, it helps if cooperation exists among the class members inside and outside the classroom. Also, this tool supports teachers in improving class dynamics and the way of teaching changes allowing them to assume a new role as a guide to knowledge and encourager of more student interactions. Thus, recreational activities utilizing video games in various activities potentiates educational innovation. These tools positively impact