IMPLEMENTATION OF GAMIFICATION ACTIVITIES USING WOOCLAP AND DEVELOPMENT OF SUPPORT TOOLS FOR TEACHERS TO ASSESS STUDENT LEARNING PROCESS
F. Gulisano, R. Jurado-Piña, D. Gálvez-Pérez, A. García Galiana, J.R. Marcobal, A. Martínez Raya, B. Guirao
Gamification activities aim to improve student engagement and learning outcomes by integrating interactive and dynamic elements into classroom sessions. This paper presents the results obtained from an Educational Innovation Project implemented at the Universidad Politécnica de Madrid in Spain. The objectives are to evaluate the effectiveness of Wooclap in improving learning outcomes, analyze the impact of participation levels on student performance, and provide professors with software tools to manage and interpret the data generated from these activities. The approach has been applied in various courses within the Civil Engineering curriculum. Results suggest that Wooclap sessions can reinforce understanding of classroom topics, potentially leading to improved exam performance. Additionally, the creation of a data management application for Wooclap aims to address challenges in handling the extensive data generated during gamification sessions, thereby providing educators with clearer insights into student learning processes and enabling timely instructional adjustments. The project's innovative approach builds on previous work, demonstrating Wooclap's potential to foster deeper student engagement and learning. Further analysis and continuous improvement of the implementation strategy are essential for maximizing the educational benefits of gamification in university settings.
Keywords: Wooclap, gamification, higher education.