RT info:eu-repo/semantics/doctoralThesis T1 Uso de juegos serios en el aula. Una propuesta de gamificación diferente A1 Pisabarro Marrón, Alma María A2 Universidad de Valladolid. Escuela de Doctorado K1 Juegos K1 Teaching Innovation K1 Innovación Docente K1 Serious Games K1 Juegos Serios K1 Scavenger hunt K1 Yincana K1 Fundamentals of Programming K1 Fundamentos de Programación K1 58 Pedagogía AB This work describes and evaluates a different proposal concerning serious games developed for teaching the basic concepts in programming during the first few academic years of various undergraduate university degrees. The game was initially designed in response to a problem that arose from the heterogeneity of the group studying the subject, with students from three distinct degrees. This disparity in their academic profiles meant that there were varying levels of involvement in the subject matter, which hindered progress. Faced with the lack of enthusiasm on the part of a high percentage of students, this activity was designed in order to motivate the said students and make them more involved in the learning process. As is clear from the bibliography, the great majority of games proposed for higher education are of a digital nature. However, there has recently been a growing tendency to use serious games that are not computer based. The teaching activity presented in this work follows this trend, but with two main characteristics that set it apart from others:i) It is not a traditional type game carried out with all the players sitting around a table, as with table games, card games, or pen and paper games, etc. ii) The principal objective is not to learn a particular concept, but to increase students’ motivation and participation in order to involve them in the learning process and, by doing so, improve the said process. This latter characteristic makes it easily applicable to any academic environment and any subject matter. This activity, which is of a scavenger hunt type, consists of a series of tests increasing in difficulty, carried out beyond the classroom. This means that the students have to physically move around the faculty building, thus encouraging interaction with their surroundings. To give the students a more immersive experience and provide cohesion and unity to the game, the activity is set within the ambience of an attractive story, well-known to the students. A systematic evaluation of the activity has been set up, adapting well-defined and validated models to the specific characteristics of this proposal. The study has a transversal design and approach to the subjects, with experimental and control groups. The results obtained have been highly satisfactory in all of the evaluated aspects: motivation, socialization and learning. The students themselves have evaluated the activity very positively, including the use of a non-digital game, and this despite the fact that these students were studying a degree in computer engineering and had a profile that included being habitual players of videogames. YR 2025 FD 2025 LK https://uvadoc.uva.es/handle/10324/75491 UL https://uvadoc.uva.es/handle/10324/75491 LA spa NO Escuela de Doctorado DS UVaDOC RD 06-abr-2025