DIGITAL LIBRARY
EFFECT OF GRADED GAMIFICATION ACTIVITIES ON STUDENTS' DEEP LEARNING
Universidad Politecnica de Madrid (SPAIN)
About this paper:
Appears in: ICERI2023 Proceedings
Publication year: 2023
Pages: 3057-3063
ISBN: 978-84-09-55942-8
ISSN: 2340-1095
doi: 10.21125/iceri.2023.0791
Conference name: 16th annual International Conference of Education, Research and Innovation
Dates: 13-15 November, 2023
Location: Seville, Spain
Abstract:
The main idea of this Educational Innovation Project is to promote students' deep learning through gamified test activities in the classroom, with the results being graded as part of the final course grade. These activities have been carried out using Wooclap, a simple tool that enhances class dynamics and encourages active student participation. The objective is to evaluate the effect of gamification on students' intrinsic motivation and examine its impact on the final course outcome.
This approach has been implemented in several courses related to the design of linear transportation infrastructures. Statistical analysis of the average grades reveals that this approach influences the obtained grades. However, in some cases, the results have been contradictory or non-significant, suggesting the need for a structured data collection plan in future courses.

In short, this project studies whether the way of teaching in the classroom should change towards a more gamified method or continue using the more traditional way.
Keywords:
Wooclap, gamification, higher education.