DIGITAL LIBRARY
GAMIFICATION AS A STRATEGY TO INCREASE STUDENTS’ MOTIVATION, EFFORT AND CONCENTRATION IN UNIVERSITY EDUCATION
Universidad Politecnica de Madrid (SPAIN)
About this paper:
Appears in: INTED2018 Proceedings
Publication year: 2018
Pages: 1984-1989
ISBN: 978-84-697-9480-7
ISSN: 2340-1079
doi: 10.21125/inted.2018.0362
Conference name: 12th International Technology, Education and Development Conference
Dates: 5-7 March, 2018
Location: Valencia, Spain
Abstract:
This research is focused on the use of gamification as a strategy to enhance students’ motivation, effort and concentration in the classroom. For this, mobile platforms -allowing online questionnaires- were proposed, as nowadays all students have a mobile in their pockets. Also, this type of activity was chosen because students are digital natives and the use of platforms in which a dynamic competition is presented in real time makes them actively participative in activities, which generally require an effort.

The main objective of this research is to verify the effectiveness of using gamification in the classroom and evaluate the real acquisition of knowledge when implementing this method. At the same time, and in a qualitative way, this work explores the motivation, predisposition and the approach of the student to the most tedious subjects.

The research was carried out in the Escuela Técnica Superior de Edificación of the Universidad Politécnica de Madrid. The methodology was to implement several knowledge tests using Kahoot platform, once the theoretical explanations were completed. This process was done in different groups and subjects. Once the Kahoot's questionnaires were completed, a satisfaction survey and several traditional written tests were carried out in order to obtain data and make a quantitative evaluation of the experience. The article includes and specifies all the results obtained as well as the conclusions reached from their analysis.
Keywords:
Gamification, Games, Apps, University Education.