DEVELOPMENT AND IMPLEMENTATION OF AN INTERACTIVE PLATFORM TO INCREASE STUDENT MOTIVATION AND LEARNING IN THE CLASSROOM
University of Vigo, Defense University Center of the Spanish Naval Military School (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:
This paper presents an educational innovation project aimed at developing innovative methodologies that foster effective learning through the active participation of students in knowledge construction. The primary objective was the development and implementation of an interactive platform designed to increase student motivation and enhance learning outcomes in the classroom.
The project commenced with a comprehensive literature review to identify the most suitable software and methodologies for designing the interactive platform. After evaluating several applications such as Linkatomic, Bubble, Yeeply, Creatividad, and AppInventor , Genially was the application selected. Instead of building a standard interface, it was designed a gamified "Trivial"-style interface. In this game, students roll a virtual die, land on color-coded spaces, and answer questions to collect six colored "cheeses" and reach the center of the board. The game was designed to help students review course content in the subject of Business Management.
The platform was successfully tested and students evaluated the experience using a 9-question survey based on a 1-to-5 Likert scale. The participants completely agreed that the game was a useful and entertaining tool for understanding and reviewing course material. Besides, students recommended extending the platform's use to other subjects. Constructive feedback highlighted areas for improvement, such as optimizing general functionality, avoiding consecutive repeated questions, and ensuring each color category strictly corresponds to a single topic.
The results from the initial implementation indicate that this interactive tool is highly useful for helping students remember and consolidate academic content. Because students found the methodology entertaining and easy to assimilate, a research line will be to deploy the platform across other project subjects during the future academic years.Keywords:
Gamification, higher educational, Business Management.