Nota: Este es un resumen de un artículo que será publicado en EDULEARN21, the 13th annual International Conference on Education and New Learning Technologies.
Covid-19 has rewritten the world and education. Learners do not go to school anymore and educators areteaching over distance. Teaching online brings lots of challenges to instructors, one of them is helping students learn in the new reality. Gamification can help teachers to achieve their goals over the distance. Using games in the education is not a recent trend, it has existed for many years, even though the term may have been addressed even more in the latest times because of the global state. A situation many teachers are dealing with is that some of the approaches and techniques they practiced in the face-to-face class are not suitable or cannot be adapted for the virtual one, but gamification is functionable in both and it can be helpful during pandemic. It involves the use of game-based elements such as scoring, peer competition and teamwork to increase participation, it helps students to acquire new information and test their knowledge. It works to school-based subjects, but it is also widely used in self-study applications and courses. A survey was fill out by university students to provide a solution and understand the context they are living in. They answered questions related to the use of games and the methodology conducted in their classes during pandemic. Revealing facts were found and showed that emotions and gamification are not separated. Students are facing many emotive situations inside and outside the learning process that make the mediation very difficult since the whole mankind is living rumbling times. The survey states that students are asking for more gamified activities that implies competition and movement, it is probably because these drills promote positive emotions and meaningful learning. Gamifying the virtual class produces emotions. Why do people play soccer under a heavy rain? Because they love playing soccer, they want to win, to be challenged, to score the final goal. Gamification takes the same principle; it uses challenges and/or games to teach or support classroom concepts. This is not a new method of information enhancement, because teachers have been using songs, games and hands-on operations to make learning more attractive. However, gamification has recently become a more popular topic for educators, who have discovered more motivations behind the benefits of classroomizing games and use it to fill the gap that Covid 19 has done during this pandemic. This paper provides facts on how gamification helps students in an overall way, because not only collaborates with the cognitive area but also supports emotionally the learning process. The more students play games in the classroom, the greater the teaching. In addition, when the brain sees something that produces empathy, it will ask for more, for this reason educators need to lead this process with fanfare and firmness. The task of the great teacher will be to achieve the perfect dance between gaming and emotion, in order to promote an educational process that is among the highest standards of academic service.