Abstract
Educational technology is especially important in the classroom, and especially in the vocational training cycle where innovation seems to be slow to arrive. The work presented here demonstrates how the incorporation of a serious game in the teaching and learning process has a positive and direct impact on learning outcomes. The implementation is carried out in a middle-level vocational training classroom with a high rate of academic failure. A total of 20 students belonging to the 2019/2020 academic year participate. The methodology used is Game-Based Learning with the identification of the type of player that each student is. The results show an increase in the motivation and involvement of the students and an improvement in academic performance.
Author supplied keywords
Cite
CITATION STYLE
Lázaro, D. G., & Sánchez, F. (2022). Design and adaptation of the serious game based on the student’s gamer profile. Edutec, (79), 287–303. https://doi.org/10.21556/edutec.2022.79.2117
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.