DIGITAL LIBRARY
GAMIFICATION ACTIVITIES OF THE UNIVERSITY ORIENTATION PLAN FOR THE DEVELOPMENT OF INFORMATION MANAGEMENT SKILLS IN ENGINEERING STUDENTS
University of Zaragoza (SPAIN)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Pages: 9111-9117
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.2193
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
The University Orientation Plan of the Polytechnic University School of Teruel (EUPT) of the University of Zaragoza has the aim to promote the integration, education and development of students at the University, as well as their integration into the world of work. It integrates all the support and guidance services and activities that the University makes available to students. Tutors and mentors present this information to the students in group meetings that it is also available in a Virtual Classroom of the University Orientation Plan. This collection of different materials and resources includes links of interest, documents and audiovisual materials describing common procedures such as applying for internships in a company or curricular evaluation or regulations such as permanence or evaluation. Besides, there is information of interest on the websites of the University of Zaragoza www.unizar.es, the Teruel campus, www.teruel.unizar.es and the EUPT www.eupt.unizar.es.

However, tutors and mentors' experience reveal that students do not seem to relate all these resources with the resolution of the specific problems that arise during their degree studies. The truth is that they are presented with information when they do not yet need it, so they do not consider it interesting enough to internalize how to locate it. Furthermore, all this number of resources, physical and virtual, are presented in a short period of time, generally at the beginning of the academic year.

I this work a new way of presenting this information has been designed, providing students with a more active role. The aim is the implementation of activities in which they will have to use the resources to solve a series of problems like those they will encounter throughout their degree studies. To do this, the gamification methodology will be followed, which seeks to increase the motivation and involvement of students by incorporating techniques, strategies, and dynamics typical of games, which has been used successfully at different educational levels.

We will show the design of the group of activities which includes the basic parameters of the dynamics of the game as the proportion of face-to-face activities and virtual activities, duration of the game, team composition, degree of competitiveness or types of rewards. This design also includes the specific contents to be included in the games, the tests associated with each of them and the metrics to evaluate the success of the project.
Keywords:
Gamification, University orientation.