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How Gamification Impacts on Vocational Training Students

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10948))

Abstract

Gamification in educational context has been the subject of many studies in the last few years. There are studies for primary, secondary and higher education, which evaluate the effect of gamification on learning, motivation, engagement, concentration and enjoyment. Although vocational training is very important for training professionals, a few researches study gamification as a learning method in this type of education. Students in vocational training classes are most heterogeneous due to the difference in age among the students and their previous training. This paper focuses on how gamification affects the motivation and learning in a group of students of vocational training. Our results indicate that students using gamification as a means of learning improved slightly more than the rest. Most students enjoyed the gamified experience and they showed a great interest in continuing using this methodology.

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Acknowledgment

This research received financial support from Ministerio de Economía y Competitividad (TIN2015-66731-C2-1-R), Comunidad Autónoma de Madrid (S2013/ICE-2715), and Rey Juan Carlos University (30VCPIGI15). We are thankful to IES Clara del Rey and Lisbon University for giving us all facilities to carry on the experiences.

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Correspondence to Miguel García Iruela .

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García Iruela, M., Hijón Neira, R. (2018). How Gamification Impacts on Vocational Training Students. In: Penstein Rosé, C., et al. Artificial Intelligence in Education. AIED 2018. Lecture Notes in Computer Science(), vol 10948. Springer, Cham. https://doi.org/10.1007/978-3-319-93846-2_19

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  • DOI: https://doi.org/10.1007/978-3-319-93846-2_19

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-93845-5

  • Online ISBN: 978-3-319-93846-2

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