DIGITAL LIBRARY
SYSTEMATIC METHODOLOGY FOR THE DESIGN OF GAMIFICATION ACTIVITIES AND APPLICATION TO ENGINEERING DEGREES AS ACTIVE LEARNING TOOL
Universidad de Zaragoza (SPAIN)
About this paper:
Appears in: EDULEARN20 Proceedings
Publication year: 2020
Pages: 3099-3109
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
Abstract:
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.
Keywords:
Gamification, creativity, active methodologies, engineering education, collaborative learning.