About this paper

Appears in:
Pages: 3099-3109
Publication year: 2020
ISBN: 978-84-09-17979-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2020.0907

Conference name: 12th International Conference on Education and New Learning Technologies
Dates: 6-7 July, 2020
Location: Online Conference

SYSTEMATIC METHODOLOGY FOR THE DESIGN OF GAMIFICATION ACTIVITIES AND APPLICATION TO ENGINEERING DEGREES AS ACTIVE LEARNING TOOL

D. Ranz, B. Peña, M. Alegre

Universidad de Zaragoza (SPAIN)
This research aims to achieve attendance classes to be more useful, attractive and practical from an interdisciplinary point of view. Specifically, a new methodology for the systematic design of gamification experiences has been developed and validated for educational purposes. Different gamification theories have been combined with creative methodologies to identify the elements to be considered, to define different gamer profiles and, finally, to select the most appropriate type of game for a particular group of students with the objective of achieving the higher motivation and learning outcomes.

Currently, a multitude of new tools, active methodologies and resources are being introduced to change the traditional attendance classes. Gamification is a powerful tool which is being used from primary, secondary and high education to working environments where acquisition of certain professional skills is facilitated. Gamification has become more relevant in current society as a result of the deployment of digital technologies and the increasing interest in transversal competences development. Game elements are a promising incentive to improve teamwork and to achieve more ambitious objectives, as a greater enthusiasm is observed when a collective goal is raised in competitive or cooperative way.

According to these reasons, a new methodology that combines conventional procedures of game design with tools of creative process has been developed. The methodology consists of five phases of application which are applicable to any knowledge area. These phases deal with the collection of necessary information, generation of different game concepts and selection of the most suited, development of a first prototype, implementation of the gamified experience and final evaluation. In the present paper, the methodological proposal is presented in a general form and validated in higher engineering education as a useful tool for the design of gamified activities.
@InProceedings{RANZ2020SYS,
author = {Ranz, D. and Pe{\~n}a, B. and Alegre, M.},
title = {SYSTEMATIC METHODOLOGY FOR THE DESIGN OF GAMIFICATION ACTIVITIES AND APPLICATION TO ENGINEERING DEGREES AS ACTIVE LEARNING TOOL},
series = {12th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN20 Proceedings},
isbn = {978-84-09-17979-4},
issn = {2340-1117},
doi = {10.21125/edulearn.2020.0907},
url = {http://dx.doi.org/10.21125/edulearn.2020.0907},
publisher = {IATED},
location = {Online Conference},
month = {6-7 July, 2020},
year = {2020},
pages = {3099-3109}}
TY - CONF
AU - D. Ranz AU - B. Peña AU - M. Alegre
TI - SYSTEMATIC METHODOLOGY FOR THE DESIGN OF GAMIFICATION ACTIVITIES AND APPLICATION TO ENGINEERING DEGREES AS ACTIVE LEARNING TOOL
SN - 978-84-09-17979-4/2340-1117
DO - 10.21125/edulearn.2020.0907
PY - 2020
Y1 - 6-7 July, 2020
CI - Online Conference
JO - 12th International Conference on Education and New Learning Technologies
JA - EDULEARN20 Proceedings
SP - 3099
EP - 3109
ER -
D. Ranz, B. Peña, M. Alegre (2020) SYSTEMATIC METHODOLOGY FOR THE DESIGN OF GAMIFICATION ACTIVITIES AND APPLICATION TO ENGINEERING DEGREES AS ACTIVE LEARNING TOOL, EDULEARN20 Proceedings, pp. 3099-3109.
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