Advanced Gamification to Enhance Lifelong Learning: A Second Hybrid Implementation

This paper presents a second iteration of a hybrid mega-game implementation within the sixth semester “New Realities” block of a Digital Art bachelor’s program at a Mexican university. Building on an earlier online-only model, this hybrid version combined mandatory face-to-face classes with optional, industry-led online sessions. Designed to mirror professional practice, the course challenged twelve students to develop professional-level competencies, visual creature design, 3D modelling, texturing, rigging, motion capture animation, and real-time video rendering for a transmedia campaign, while avoiding “crunch time” and refining self-management skills acquired in their fifth semester. Guided by Tracy Fullerton’s build–test–refine playtesting cycle and Jesse Schell’s Lenses framework, the implementation unfolded over three five-week periods from February to June 2025. Students earned virtual Prestige currency and experience points via the OASIS platform’s economy, which accounted for 20 percent of the final grade. Three assessment tracks accommodated diverse risk and scholarship requirements: Safe Mode secured a minimum passing grade; Normal Mode relied solely on three core deliverables weighted at 30 percent each; and Hero Mode unlocked Prestige-based Easter-egg rewards and elevated grades to 100 percent. In the final six weeks, each student partnered with one of twelve real clients, negotiated scope and resources, and orchestrated project teams in roles mirroring AAA studio workflows. Voluntary surveys administered at weeks five (n = 12) and ten (n = 10) captured quantitative ratings (1–10 scales and 5-point Likert items) and qualitative feedback on instructor effectiveness, motivational shifts, and self-directed learning behaviours. After five weeks, participants reported remarkable skill gains, strong motivation driven by narrative hooks and surprise mechanics, and high approval of Discord and recorded lectures; they also flagged the need for clearer coordination among instructors and more balanced scheduling. By week ten, the remaining cohort described measurable improvements in time management, a deeper willingness to research beyond class content, and heightened confidence in applying disciplinary concepts to real-world challenges—attributes essential for lifelong learning and imminent industry entry. Although episodes of burnout and stress persisted, students increasingly attributed these to personal organization and habits rather than the game’s design. These findings indicate that hybrid mega-games can simultaneously foster technical mastery and metacognitive practices. Embedding iterative playtesting into curriculum design empowers learners to assume responsibility for their own motivation and well-being. Future work should extend evaluation into the six-week mega-game simulation, examine long-term impacts on student resilience, and explore scalability across disciplines to refine hybrid gamification models that prepare students for sustained professional growth.

Authors

Institutions

Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.1.4065
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Advanced Gamification to Enhance Lifelong Learning: A Second Hybrid Implementation

Mario Alberto Caudillo Melgoza, Manuel Antonio Caudillo-Melgoza
European Conference on Games Based Learning
Educational Games and Gamification
article

Advanced Gamification to Enhance Lifelong Learning: A Second Hybrid Implementation

Mario Alberto Caudillo Melgoza, Manuel Antonio Caudillo-Melgoza
article en

Abstract

This paper presents a second iteration of a hybrid mega-game implementation within the sixth semester “New Realities” block of a Digital Art bachelor’s program at a Mexican university. Building on an earlier online-only model, this hybrid version combined mandatory face-to-face classes with optional, industry-led online sessions. Designed to mirror professional practice, the course challenged twelve students to develop professional-level competencies, visual creature design, 3D modelling, texturing, rigging, motion capture animation, and real-time video rendering for a transmedia campaign, while avoiding “crunch time” and refining self-management skills acquired in their fifth semester. Guided by Tracy Fullerton’s build–test–refine playtesting cycle and Jesse Schell’s Lenses framework, the implementation unfolded over three five-week periods from February to June 2025. Students earned virtual Prestige currency and experience points via the OASIS platform’s economy, which accounted for 20 percent of the final grade. Three assessment tracks accommodated diverse risk and scholarship requirements: Safe Mode secured a minimum passing grade; Normal Mode relied solely on three core deliverables weighted at 30 percent each; and Hero Mode unlocked Prestige-based Easter-egg rewards and elevated grades to 100 percent. In the final six weeks, each student partnered with one of twelve real clients, negotiated scope and resources, and orchestrated project teams in roles mirroring AAA studio workflows. Voluntary surveys administered at weeks five (n = 12) and ten (n = 10) captured quantitative ratings (1–10 scales and 5-point Likert items) and qualitative feedback on instructor effectiveness, motivational shifts, and self-directed learning behaviours. After five weeks, participants reported remarkable skill gains, strong motivation driven by narrative hooks and surprise mechanics, and high approval of Discord and recorded lectures; they also flagged the need for clearer coordination among instructors and more balanced scheduling. By week ten, the remaining cohort described measurable improvements in time management, a deeper willingness to research beyond class content, and heightened confidence in applying disciplinary concepts to real-world challenges—attributes essential for lifelong learning and imminent industry entry. Although episodes of burnout and stress persisted, students increasingly attributed these to personal organization and habits rather than the game’s design. These findings indicate that hybrid mega-games can simultaneously foster technical mastery and metacognitive practices. Embedding iterative playtesting into curriculum design empowers learners to assume responsibility for their own motivation and well-being. Future work should extend evaluation into the six-week mega-game simulation, examine long-term impacts on student resilience, and explore scalability across disciplines to refine hybrid gamification models that prepare students for sustained professional growth.

European Conference on Games Based LearningVol. 19(1)
Instituto de Salud del Estado de México (MX), Tecnológico de Monterrey (MX)
Instituto Tecnológico y de Estudios Superiores de Monterrey
Openalex Percentile: Top 46%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.