DIGITAL LIBRARY
GAMIFICATION AS A METHODOLOGY TO INCENTIVE STUDENTS
Universitat de Girona (SPAIN)
About this paper:
Appears in: EDULEARN18 Proceedings
Publication year: 2018
Pages: 7492-7497
ISBN: 978-84-09-02709-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2018.1749
Conference name: 10th International Conference on Education and New Learning Technologies
Dates: 2-4 July, 2018
Location: Palma, Spain
Abstract:
During the last three years, our research group decided to integrate of competence assessment and development in the learning curricula, a process that gradually has been formalized in the framework of the Bologna initiative. It is in this setting that we aim to explore an innovation in teaching and learning through a competence assessment procedure. The ICT-tool used during the previous years, called Cycloid show results that students detect as weaknesses: group capabilities, initiative, self-confidence, trustworthiness, decision quality and communication. As a measure, it was decided to introduce the gamification as a tool in the subject of technical drawing at Bachelor's degree of Industrial Technologies Engineering in Girona’s University.

Future engineers need to acquire transversal and specific competences of their specialty. Some of them are not interested in our subject and to incentive them it was decided to introduced some different objectives and forms. This contribution describes a practical experience through the use of certain aspects of gamification during the course 2016-17, student’s motivation and acquisition of competencies.The main objective was to improve the learning of the contents as well as the academic performance of the students.
The game started grouping students with a leader in each group. After, was a process of increasing the difficulty in representing different projections of a mechanical piece trying to pass different places as goose game, the competition between different groups was important. A different ICT were ready to increase the emotion of the game. At the end of the semester, the game was finished and arrive the evaluation of the subject contents and the competence evaluation. All of this process description is described in the proceeding.

As a conclusion, the academic results obtained were positive and students where more enthusiastic with this subject. They also helped keep working in groups generating a good atmosphere and also competence weakness change as a positive way.
Keywords:
Gamification, ICT, cyloid.