ORIGINAL RESEARCH article

Front. Vet. Sci.

Sec. Veterinary Humanities and Social Sciences

Volume 12 - 2025 | doi: 10.3389/fvets.2025.1596906

This article is part of the Research TopicVeterinary teaching in 2025: where we are and where we expect to goView all 11 articles

Who's Who in Zoology. Transversal application of gamification and new technologies in university teaching

Provisionally accepted
  • Alfonso X el Sabio University, Villanueva de la Cañada, Spain

The final, formatted version of the article will be published soon.

In the current era, particularly with the proliferation of digital tools and platforms such as social media and artificial intelligence, education faces significant challenges in competing for students' attention in contexts of hyperstimulation and immediate results. Many traditional educational tools and models risk becoming obsolete if they fail to adapt to the rapidly changing pace of society. Nevertheless, this presents an exciting opportunity for educators who aim to stay current and ensure the highest possible quality of teaching, while adapting to the needs of today's students without compromising scientific rigor and academic standards. In this context, we developed and implemented various gamification tools in the Biology course of the Veterinary Medicine degree, with the aim of creating a more engaging and up-to-date educational model. Notably, we adapted the classic "Who's Who?" game into a zoology version, used the well-known Kahoot! platform to review practical course content, and designed dynamic classes that fostered debates and teamwork to solve complex challenges. Following their implementation, we evaluated metrics such as grades and survey results on students' perceptions of the course, their knowledge, interest, and the involvement of the teaching team. The results were highly positive, showing that the integration of gamification strategies enhanced not only students' perceptions of the course and its teaching team, but also their learning outcomes, interest, and even grades.

Keywords: gammification, Active Learning, Veterinary education, student engagement, education innovation. (Min.5-Max. 8

Received: 20 Mar 2025; Accepted: 22 Apr 2025.

Copyright: © 2025 Galan Elvira and Palau Irisarri. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Pablo Palau Irisarri, Alfonso X el Sabio University, Villanueva de la Cañada, Spain

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