A gamified Experience for Motivating Students to Learn Literature

dc.contributor.authorMenchaca, Sara
dc.contributor.authorMoya, Ana
dc.contributor.authorBastida, Leire
dc.contributor.institutionADV_INTER_PLAT
dc.date.issued2019
dc.descriptionPublisher Copyright: Copyright © 2019 for this paper by its authors.
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.description.statusPeer reviewed
dc.format.extent2232091
dc.identifier.citationMenchaca , S , Moya , A & Bastida , L 2019 , ' A gamified Experience for Motivating Students to Learn Literature ' , CEUR Workshop Proceedings , vol. 2497 .
dc.identifier.issn1613-0073
dc.identifier.otherresearchoutputwizard: 11556/820
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85075099227&partnerID=8YFLogxK
dc.language.isoeng
dc.relation.ispartofCEUR Workshop Proceedings
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subject.keywordsGamification
dc.subject.keywordsStorytelling
dc.subject.keywordsMotivation
dc.subject.keywordsEngagement
dc.subject.keywordsLearning Methods
dc.subject.keywordsGamification
dc.subject.keywordsStorytelling
dc.subject.keywordsMotivation
dc.subject.keywordsEngagement
dc.subject.keywordsLearning Methods
dc.subject.keywordsGeneral Computer Science
dc.subject.keywordsSDG 4 - Quality Education
dc.titleA gamified Experience for Motivating Students to Learn Literatureen
dc.typeconference output
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