Dominguez Vila, TrinidadAlén, Elisade Carlos Villamarín, Pablo2018-10-052018-10-052018-07-0297884904869002603-5871https://riunet.upv.es/handle/10251/109656[EN] New teaching methodologies with a more active participation of the students are increasingly present in the educational field. One of the best known is gamification, which refers to learning through play. A tool used in this methodology are the LEGO blocks. In this paper, an analysis of the students’ skills developed by learning using LEGO blocks is carried out in two dimensions: self-connection and communication with others. A sample composed of Bachelor's Degree in Computer Engineering and a Master's Degree in Teaching students is analyzed, in order to identify common behavioral patterns through a cluster analysis. The results reflect the use of this tool is highly valued by students in terms of the development of the own dynamic, as well as the implicit learning that it proposes.8Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)Higher EducationLearningEducational systemsTeachingLEGO blocksGamificationGame-designSelf-connectionsConnection with othersLEGO blocks as a gamification toolComunicación en congreso10.4995/HEAD18.2018.8010Abierto