GAMIFIED EXPERIENCE IN SEMI-ATTENDANCE EDUCATION FOR ADULTS: INTEGRATING CONTENTS AND MOTIVATION

Authors

Abstract

This work has been carried out as a new line of research that belongs to the education field. The aim of this research was to try a new educational and innovative approach in class in order to boost students’ motivation. Gamification has become a present concept in the educational world. This term had its origin in the industrial and business field but for a few years it has become an essential element in the classroom.

This paper aims to show the first gamified experience in which three content teachers: Biology and Geology, Physics and Chemistry and English worked together to put in common contents, objectives and own materials of three different subjects in the same activity. Firstly, a brief overview and descriptions are made of the origin of the gamification concept and some of its meanings related to education. Secondly, the gamified activity is described; the participants who took part in it, the digital generations to which the participants belong, the stages that the activity was organized. Finally, the results and conclusions we obtained from this experience are presented (by means of bar graphics), the reflections extracted and the material that has been used is added in the appendix.

In conclusion, this gamified experience in class gave teachers the opportunity to learn more about gamification and motivate students in their own learning process.

Keywords: gamification, gamified, game, motivation, learning.

References

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Published

2020-03-31

How to Cite

Mallorquín Rodríguez, M. S. (2020). GAMIFIED EXPERIENCE IN SEMI-ATTENDANCE EDUCATION FOR ADULTS: INTEGRATING CONTENTS AND MOTIVATION. ANGLISTICUM. Journal of the Association-Institute for English Language and American Studies, 9(3), 24–40. Retrieved from https://anglisticum.org.mk/index.php/IJLLIS/article/view/2057

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Section

Volume 9, No.3, March, 2020