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Analysis of Educational Innovation Applying Gamification at the Universidad Politécnica de Madrid

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Technology-Enabled Innovations in Education

Abstract

Gamification is a methodology that has gained particular relevance in recent years. This frequently used methodology in primary educational levels entices students to become motivated through games and has gradually become a university option. This study analyzes gamification as a methodology for developing educational innovation projects (EIP) at the Universidad Politécnica de Madrid (UPM). A total of 58 projects carried out in four consecutive academic years, 2016–2019, were analyzed. The results show that the penetration of gamification in university classrooms is progressive but not homogeneous in the professional degree training areas. In general, the proposal’s focus is to increase the motivation and performance of the students through various supporting didactic methodologies and technologies. The EIPs become a transfer tool that promotes the improvement of faculty training.

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Acknowledgements

The study has been carried out with the support of the UPM’s Call—IE1920.9101. Teaching “co-obser-action”: learning strategies in other classrooms.

The authors would like to acknowledge the financial and technical support of Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey, Mexico, in the production of this work.

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Correspondence to Susana Sastre-Merino .

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Sastre-Merino, S., Martín-Núñez, J.L., Núñez-del-Río, M.C. (2022). Analysis of Educational Innovation Applying Gamification at the Universidad Politécnica de Madrid. In: Hosseini, S., Peluffo, D.H., Nganji, J., Arrona-Palacios, A. (eds) Technology-Enabled Innovations in Education. Transactions on Computer Systems and Networks. Springer, Singapore. https://doi.org/10.1007/978-981-19-3383-7_33

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  • DOI: https://doi.org/10.1007/978-981-19-3383-7_33

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