RT conferenceObject T1 Exploring the synergies between gamification and data collection in higher education A1 Liz Domínguez, Martín A1 Caeiro Rodríguez, Manuel A1 Llamas Nistal, Martín A1 Mikic Fonte, Fernando Ariel K1 1209.03 Análisis de Datos K1 1203.04 Inteligencia Artificial AB In recent years, gamification techniques have been gaining popularity in all kind of educational scenarios, helping students improve their learning process by fostering engagement and attention. Implementing gamification aspects in a course can also provide an opportunity to gather student data that would not have been available otherwise. This paper describes a data gathering process in the context of a university course, as a work-in-progress. Among these data there is information regarding the participation of students in quizzes presented as games in the classroom. These quizzes combined questions covering course con-tents, as well as some regarding self-regulated learning habits. The main advantage observed was a high student participation in the quizzes. As a result, this gamification approach proved to be a more effective way to gather student data compared to other methods applied in previous academic years, which often failed due to many students ignoring optional activities. SN 16130073 YR 2022 FD 2022 LK http://hdl.handle.net/11093/4626 UL http://hdl.handle.net/11093/4626 LA eng NO Xunta de Galicia | Ref. ED431B 2020/33 DS Investigo RD 10-sep-2024