Abstract

Higher education in Spain has to deal with constant troubles and uncertainties due to the economic crisis, high rates of unemployment in young people, lack for study habits in secondary school and legal fluctuations. This uncertain environment does not foster student effort and it is behind the important rates of abandon in higher education. The Bologna Process was thought to create a new paradigm in higher education in the European Union. However, the changes came from the top (governments) to the bottom (lectures and students) so they were not properly supported by specialized training oriented to lecturers. It did not include the appropriate changes in lower education stages (secondary education) to prepare student when facing University. Therefore, in the past decade several new teaching methodologies have appeared to deal with student demotivation and to fight against dropouts. Those methodologies try to keep the students engaged during the whole course paying more attention to their learning process, attitudes, motivations and expectations. Consequently, in this paper, we present a four-year experiment whose main objective is to keep students engaged during the whole year and to foster their motivation in order to increase their learning outcomes. The experiment is based on the application of gamification to the assessment process emulating a traditional platform video-game, like Super Mario. The results show that this experiment was positive for most students who achieved good marks and good rates of task completion.

Highlights

  • Higher Education in Spain has suffered from a deep transformation from the past ten years

  • As described in [3], 60% of the professors from 37 Spanish Universities participating in a survey about the Bologna process in 2017 declared that the continuous assessment was like micro-exams throughout the course with a great shortcoming: students forget about the evaluated concepts after the tests so that a deep learning is not achieved

  • We proposed a gamification framework based on game-guided tasks for a continuous assessment

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Summary

Introduction

Higher Education in Spain has suffered from a deep transformation from the past ten years. In an analogous way to the Super Mario games, in our gamification procedure each successful jump, which means that the task is successfully accomplished in a certain degree, gives the student a different amount of points and an amount of gold coins depending of the evaluation of the task.

Results
Conclusion
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