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A gamified Experience for Motivating Students to Learn Literature

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Abstract

This 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.
Original languageEnglish
JournalCEUR Workshop Proceedings
Volume2497
Publication statusPublished - 2019
Event3rd International Symposium on Gamification and Games for Learning, GamiLearn 2019 - Barcelona, Spain
Duration: 22 Oct 2019 → …

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Gamification
  • Storytelling
  • Motivation
  • Engagement
  • Learning Methods

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