MARNETIZA: FOSTERING MARINE RESEARCH VOCATION IN FIRST-YEAR STUDENTS THROUGH INTERACTIVE CLASSROOM PARTICIPATION TOOLS
Department of Biology, Faculty of Marine and Environmental Sciences, University Marine Research Institute (INMAR), University of Cadiz (UCA) (SPAIN)
About this paper:
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
Reducing dropout rates and boosting the motivation of incoming students are fundamental challenges in the Faculties of Sciences and Marine and Environmental Sciences at the University of Cadiz (Spain). Often, the widespread lack of interest in the scientific field stems from the absence of contemporary role models that encourage students to orient their career paths toward science. Likewise, it is essential to increase enrollment rates in Doctoral Programs and demonstrate the potential of marine research as an engine for the Blue Economy. To respond to these needs, the "MARnetiza" project was created, an initiative whose purpose was to attract students to research from the beginning of their academic journey.
The methodology of this interactive pilot project has been implemented in first-year Biology subjects, reaching around 200 students from the Bachelor's Degrees in Marine Sciences, Environmental Sciences, Biotechnology, Enology, and Chemistry at the University of Cadiz (Spain). The main innovation of the activity lies in providing the opportunity for Early Stage Researchers (ESRs) to present their research. During the sessions, a predoctoral researcher presented real practical cases to the students. To facilitate this experience, interactive in-class response systems have been used as a platform for audience participation and real-time interactivity.
The application of these gamified tools has allowed for the simultaneous approach of several intertwined objectives. First, it arouses interest in the marine environment by connecting the theoretical concepts of the subject in a playful and direct way. Second, it makes it easier for students to identify with a contemporary researcher, motivating them toward a scientific career upon finishing their studies. In addition, the responses generated by students through these classroom dynamics served to obtain representative data within the framework of the PhD Thesis of the researcher, introducing students to the relevance of Citizen Science. Concurrently, the experience represented a valuable opportunity for the predoctoral researcher to develop their teaching skills in the classroom.
The results and impact of the activity were evaluated through reports that determined the degree of acceptance and interest generated toward research and Citizen Science. With this initiative, we expect to increase scientific curiosity, promote the early recruitment of collaborating students, and validate the feasibility of extending this interactive model to other subjects and specialties in future academic years.Keywords:
Higher Education, Student Engagement, Interactive Learning, Gamification, Citizen Science.