DIGITAL LIBRARY
OUTCOMES FROM AN EXPERIENCE OF GAMIFICATION IN HIGHER EDUCATION
Universitat Politècnica de València (SPAIN)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Pages: 98-102
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.0065
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
Gamification in the classroom is one of the most recurrent teaching innovations in recent years. Many authors point out that it helps to increase students' motivation and improves their active involvement in the class. It also helps to develop a collaborative attitude and enhaces personal skills.

An experience based on an escape room, specifically a breakout edu, was designed for first year students of the Agricultural Engineering Master's degree of the Universitat Politècnica de València (Spain). The subject was Business Administration and Managament and the selected topic was Management and its functions. Students had a 90-minutes lecture where concepts were explained, then they had a second session where the challenge was introduced and they had to work in teams solving riddles, puzzles, answering to quizzes and playing some short videogames so they could get the secret combination they needed in order to open a locked chest.

High engagement was observed in all three groups that participated in the activity. A survey was conducted among students to assess their perception of the gamification. Results show a high level of satisfaction and a fair perception of their learning. Outcomes also include feedback from the faculty involved.
Keywords:
Motivation, pedagogical innovation, engagement, university, breakout edu.