ABSTRACT VIEW
LEARNING BY PLAYING - GAMIFICATION IN OPEN DATA
L. Álvarez-Piñeiro1, C. Berna-Escriche1, M. Martínez-Gómez2, E. Bustamante3
1 Universitat Politècnica de València, Instituto de Ingeniería Energética (SPAIN)
2 Universitat Politècnica de València (SPAIN)
3 Universitat Politècnica de València, Departamento de Estadística e Investigación Operativa Aplicadas y Calidad (SPAIN)
Gamification has emerged as an innovative strategy in education, transforming how students engage with learning and problem-solving. This article explores the concept of gamification and its application in data science, highlighting how game elements can increase motivation, engagement and knowledge retention. Various methodologies and tools used to implement gamification experiences in data science courses, which are yet scarce, are analyzed.

This article presents the first results of a proposal for the academic year 2024-2025. In the context of the subject, ‘Open Data and Quantitative Analysis for Humanists’ of the master’s degree in Digital Humanities at the Universitat Politècnica de València question and answer tools with Kahoot were implemented to create an interactive and playful learning experience. The aim is to address the contents of the Didactic Unit through a playful approach, allowing students to reflect and put their knowledge into practice in a fun environment that is out of the usual classroom routine.

The use of gamified quizzes through Kahoot was found to contribute significantly to student learning and well-being. The results showed a 15% improvement in students' final grades, reflecting a greater understanding and retention of the content covered. In addition, post-activity surveys highlighted a notable increase in student satisfaction with the course, with the interactive and engaging nature of the assessments being highly valued. A particularly relevant aspect was the reduction of anxiety associated with traditional tests, thanks to its playful and less intimidating approach, allowing students to participate and reflect without fear of making mistakes.

The increasingly widespread use of gamification in the classroom allows students to participate in activities that reinforce their knowledge and skills in a fun and competitive way. Gamification is a powerful tool to enrich learning, offering a dynamic and effective approach to meet the challenges of the 21st century.

Keywords: Gamification, digital skills, learning by playing.

Event: INTED2025
Session: Simulation and Game-Based Learning
Session time: Tuesday, 4th of March from 12:15 to 13:45
Session type: ORAL