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dc.contributor.authorMenchaca, Sara
dc.contributor.authorMoya, Ana
dc.contributor.authorBastida, Leire
dc.date.accessioned2019-11-29T11:17:53Z
dc.date.available2019-11-29T11:17:53Z
dc.date.issued2019
dc.identifier.issn1613-0073en
dc.identifier.urihttp://hdl.handle.net/11556/820
dc.description.abstractThis paper describes a new teaching approach based on gamification with the following goals: to promote the learning of Spanish Literature to non-motivated third-year high school students and to provide teachers with an effective method based on game design techniques to teach Literature. A complete gamification experience has been developed to provide the most effective gamified learning experience able to awake the interest of the students in Literature, while assuring the knowledge retention of the concepts in higher grades. The experience was validated among a group of 20 students of 14-15 years-old with very interesting and promising conclusions: students’ and teacher’s motivation were increasing along the experience and the students’ final marks on the subject were 20% better that the same subject the year before.en
dc.language.isoengen
dc.publisherCEUR Workshop Proceedingsen
dc.rightsAttribution 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.titleA gamified Experience for Motivating Students to Learn Literatureen
dc.typeconferenceObjecten
dc.rights.accessRightsopenAccessen
dc.subject.keywordsGamificationen
dc.subject.keywordsStorytellingen
dc.subject.keywordsMotivationen
dc.subject.keywordsEngagementen
dc.subject.keywordsLearning Methodsen
dc.journal.titleCEUR Workshop Proceedingsen
dc.volume.number2497en
dc.conference.titleGamiLearn 2019. 3rd International Symposium on Gamification and Games for Learning, Barcelona, Spain, October 22, 2019en


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    Attribution 4.0 InternationalExcept where otherwise noted, this item's license is described as Attribution 4.0 International