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The University Master’s Degree in Games, Gamification and Technology applied to Education aims to specialise teachers and professionals from other fields and educational levels with the skills, competences and knowledge that enable the creation of experiences, combining games and technology, to increase motivation and improve behaviour in the field of education-training. The degree will provide students with the tools, resources, ideas and practice needed to transform the learning process using games, gamification and technology. This can be applied in the fields of education, human resources or culture.
This university Master’s Degree, which is taught on a blended learning basis, consists of 60 credits organised into six compulsory modules/subjects (51 ECTS) and a Master’s Thesis (9 ECTS).
Master's Degree in Games, Gamification and Technology applied to Education
Education
60
From 18 October to 18 June (approx. dates)
Friday from 5 pm to 9 pm
Saturday from 9 am to 2 pm and from 3 pm to 9 pm
Sundays from 9 am to 2 pm
(provisional timetable)
30
More information
Multidisciplinary nature
The profoundly multidisciplinary nature of the world of education, human resources or cultural dynamization makes this degree of interest to professionals in these fields, since games are linked to learning processes, the motivation of students and workers and the dissemination of cultural content through gamification and technology.
A thriving tool
Several studies have shown the growth of gamification in many sectors, reaching a turnover of between 40 and 50 billion euros, according to reports, and with a growth rate over the next five years of around 28%.
*Sources: Mordor Intelligence 2021, KBV Research 2022, Imarc Group 2022
High employability and research profile
With this Master’s Degree, students will acquire skills in analysis, vision of the transformation, co-design and use of recreational and technological tools which, when applied to the educational-training fields, favour a high level of employment in the sectors on which they are focused. Furthermore, it develops a profile with the ability to investigate the characteristics of game use experiences, gamification or applied technology in order to be able to argue academically about how they can accompany educational transformation.
Modules | Module type | Credits | Semester |
---|---|---|---|
Module 1: Foundations of Learning through Games and Gamification |
CT |
9 |
Anual |
Module 2: The Game: Creation and Context |
CT |
9 |
Anual |
Module 3: Applied Games |
CT |
10 |
Anual |
Module 4: Gamification |
CT |
8 |
Anual |
Module 5: Game and Gamification Methodologies |
CT |
6 |
Anual |
CT |
9 |
Anual |
|
Module 7: Thesis |
MT |
9 |
Anual |
This Master’s Degree is open to professionals in the field of education, human resources or cultural dynamization with a university degree, as well as to graduates in any of the subjects related to the courses taught in this study, provided that they have a university degree (or similar) and one year of work experience in this field.
In addition, access is open to graduates (without professional experience) from related degrees that provide training in similar skills, including: Degree in Communication, Degree in Education, Degree in Engineering, Degree in Business Administration and Management, Degree in Animation, Degree in Fine Arts, Degree in Economics or Degree in Law, among others.
On completion of the degree, students will have achieved the following:
On the knowledge level
On the competencies level
On the skills and abilities level
How do you learn?
In order to guarantee an optimal experience for the students, the training has been organised into three types of sessions: remote, experiential and face-to-face sessions on weekends.
Remote sessions
The course is divided into 10 content blocks, each lasting three to four weeks. Each block contains two to four remote sessions where the theoretical concepts necessary to reflect on how to use games in learning environments, the basics of game design, narrative and player psychology, all of which are useful for the creation of applied games and gamified experiences, are presented.
These contents are supplemented with sessions on the history of games and video games, which will broaden students’ knowledge of games. Additionally, digital tools, video games, role-playing games and board games will be presented in order for students to discover concrete resources.
The working materials include written documents, videos, audio and practice with games, programmes and guides for the development of proposals. All assignments are asynchronous, and in some cases, voluntary synchronous assignments will be undertaken (which will be recorded so that students can access them whenever they need to).
Experiences
Each week a successful case study showing the application of a game-based learning design or gamification will be presented and explained by the teacher who has implemented it.
Synchronous meetings will be held between the students and the teachers who created them so that they can ask questions and find out everything they need to know to be able to replicate or adapt them. These meetings will be recorded so that they can be viewed by all those who have not been able to attend.
Face-to-face sessions
Over 16 weekends there will be face-to-face meetings at the Euneiz facilities in Vitoria-Gasteiz. These sessions are entirely practical, and the theory necessary to follow the classes will be taught during the remote sessions.
During these sessions, creative challenges will be posed to be solved in groups or specific games or tools will be discussed. In addition, a jam will be held during the course, in which tools will be generated in response to specific needs, with the support and guidance of the Master’s teaching staff.
How is learning assessed?
Assessment in this master’s degree is a fundamental aspect that seeks to encourage reflection and the application of theoretical knowledge in professional life. The aim is to create a discussion forum between teachers and students, generating an individual learning portfolio for each student.
During the course, five assessment tasks will be undertaken, which the students will be able to choose for themselves, with the aim of creating a product that can be applied in their professional field. These actions include the creation of two game-based learning (GBL) and gamification experiences, a group creation jam based on a given theme, the creation of an individual logbook and a master’s thesis (MT).
In order to develop growth mentality in the students, iteration of the work will be allowed, improving different aspects so that they end up being of use in the contexts in which the different participants in the master’s degree develop their professional activity.
All these tasks will be mentored and closely monitored by the Master’s teaching staff. The assessment system is formative and based on a continuous dialogue to improve the approach developed, using a rubric to show evidence of learning. Furthermore, the guidelines for the Master’s Thesis of official Euneiz degrees will be followed in accordance with the established regulations.
The assessment of the MFP includes the evaluation of the work, the assessment of the MFP tutor and the quality of the presentation and defence before the panel made up of members of the teaching staff. The weightings of the items indicated are:
Graduates of this Master’s Degree will be able to work in the education or training field at any level (from early childhood education to training in work environments.) Anyone who wants to use games as a work tool in environments linked to culture or socio-cultural animation will also be able to do so.
The main employment opportunities are envisaged as follows:
EUNEIZ
Paseo de la Biosfera, nº6
01013 Vitoria-Gasteiz
Álava-Araba
Opening hours from
8:00h to 16:00h
EUNEIZ
Paseo de la Biosfera, nº6
01013 Vitoria-Gasteiz
Álava-Araba
Opening hours from
8:00h to 16:00h
EUNEIZ UNIVERSITY has been recognised by LAW 8/2021 of November 11 and plans to begin its activities for the 2022-23 academic year. Find out more.