PROJECT TYPE
- UEMC Educational Innovation Project (PIE13-2425)
DURATION
- 12 months
CONTACT PERSON
- Cristina Aldavero
- caldavero@uemc.es

Partners
UEMC Educational Innovation Project performed by:
Cristina Aldavero
Alfonso Lahuerta
Nieves Navarro Mozo
Description
DESCRIPTION (Click to expand)The GambIA project aims to implement an innovative gamification system based on artificial intelligence (AI) for two courses at the European Miguel de Cervantes University (UEMC): Document Examination and Handwriting Analysis (from the Criminology degree) and Food Hygiene and Safety (from the Nutrition degree). Through this approach, the project seeks to increase student motivation and engagement by transforming learning through the incorporation of game-based elements (challenges, rewards, levels) that personalise and enhance the educational experience.
The project is structured in three phases: exploration and analysis, in which the most suitable content for gamification is identified and AI platforms are assessed; design and development of the gamified system, involving the creation of tools and interactive games; and implementation and evaluation of its impact in the classroom, gathering feedback from students and lecturers. This innovative approach aims to improve the quality of teaching in both courses and to serve as a reference point for the transformation of other academic programmes at UEMC.
Results
The main results obtained were as follows:
- A significant increase in student motivation and engagement, with students identifying the narrative approach and the achievement system as the most appealing elements.
- Improved acquisition of both theoretical and practical content, especially in regulations, planning, and risk management in natural environments.
- Development of transversal competences, such as leadership, teamwork, problem-solving, and effective communication during the gamified missions.
- A high level of participation (over 95%) and positive feedback in satisfaction surveys, surpassing the results of previous academic years.
- Creation of reusable teaching materials, including narrative maps, badges, mission cards, and adapted board games (Splendor, Timeline, Carcassonne Outdoor, Virus, among others).
- Transferability and sustainability: the experience has been documented and systematised for its application in other courses and degree programmes at UEMC.
The project results were presented at the 5th International Workshop on Gamification and Motivational Technologies (GAMOTEC 2025), held from 24 to 26 November 2025, where they attracted considerable interest for their combination of thematic narrative, experiential learning, and university-level gamification.
