PROJECT TYPE
- UEMC Educational Innovation Project: PIE21-2324
DURATION
- From 01/10/2023 to 30/06/2024
CONTACT PERSON
- Azael Herrero
- jaherrero@uemc.es

Partners
UEMC Educational Innovation Project performed by: Azael J. Herrero Raquel Martínez Sinovas Cristina Aldavero Clara González Burgos
Description
DESCRIPTION (Click to expand)The project’s main aim was to implement and evaluate the Classcraft platform as a gamification tool for teaching in the Sport and Exercise Science and Nutrition degree programmes at UEMC. Among its specific objectives were exploring the options available in the Premium version of Classcraft, conducting a pilot study with students from these degree programmes, and analysing the feasibility of using this platform at an institutional level. The overall purpose was to examine how gamification through digital tools can enhance students’ motivation, collaboration, and engagement with their studies.
The project methodology was divided into two main phases. In the first phase, all Classcraft features were explored in order to assess their potential for personalising learning, creating missions and challenges tailored to course content, and fostering collaboration among students through roles and rewards. The second phase involved carrying out a pilot study with second-year Nutrition students, although this could not be implemented because the company announced that it would discontinue its services. In response to this situation, the project team decided to continue using the Genially platform, which had already proven effective in the gamification of learning.
Results
The project results were affected by the unexpected news that the Classcraft platform would discontinue its services as of June 2024, which prevented the planned pilot study from being carried out. Despite this, a detailed exploration of Classcraft’s features was conducted, and initial feedback was collected from Sport and Exercise Science students, who highlighted positive aspects such as interactivity, the competitive element, and the tool’s potential to foster collaboration in the classroom. However, some students pointed out that the medieval fantasy theme might not be suitable for everyone, suggesting that a more serious setting could be better received.
Given the impossibility of continuing with Classcraft, the project team decided to use Genially as an alternative in order to maintain gamification in the courses. Genially, which had already been used successfully at UEMC, offers interactive and flexible tools that make it possible to create dynamics similar to those of Classcraft. The decision to switch platforms ensured the continuity of the gamification strategies, minimised disruption to the project, and allowed students to continue benefiting from a playful and collaborative approach to learning.
