DIGITAL LIBRARY
IMPACT OF DIGITAL GAMIFICATION BEYOND THE CLASSROOM ON VOCATIONAL EDUCATION AND TRAINING STUDENTS
Universidad de La Rioja (SPAIN)
About this paper:
Appears in: EDULEARN26 Proceedings
Publication year: 2026
Article: 0437
ISBN: 978-84-09-88444-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2026.0437
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
In Vocational Education and Training (VET), students increasingly face difficulties in organizing their personal study and maintaining interest in theoretical content outside the classroom. This Master Thesis analyzes the impact of digital gamification as a strategy to improve motivation and autonomous learning. The intervention was carried out at IES La Laboral in Lardero (La Rioja), involving students from both intermediate level (Olive Oil and Wine) and advanced level (Viticulture) programs. Gamified activities were designed using tools such as Kahoot, Quizizz, Edpuzzle, Purpose Games, and Powtoon, intended for use outside the classroom. Using a quantitative methodology, data were collected through questionnaires addressing usefulness, motivation, ease of use, and performance. The sample represented 72 % of the total student body and was balanced across educational levels. Results showed a high level of acceptance: over 90 % rated the experience positively, 95 % felt more motivated, and all participants reported learning as much or more than with other methods. This study demonstrates that digital gamification can be an effective tool for promoting autonomous study, increasing motivation, and facilitating learning in vocational education contexts.
Keywords:
Digital gamification, Autonomous learning, Vocational Education and Training.