Transmedia Content and Gamification in Educational Programmes for University Students with Disabilities: Digital Competences for Labour Market Integration as a Driver of Sustainable Development
Abstract
1. Introduction
1.1. E-Learning in Education
1.2. Use of E-Learning in Work-Based Training Environments
1.3. MOOCs as a Soft Skills Development Pathway
1.4. Gamification in Educational Environments
1.4.1. Game-Based Learning
1.4.2. Serious Game in Education
2. Materials and Methods
- Fundación Empresa Universidad de Alicante (Coordinador, España);
- Panepistimio Thessalias (Grecia);
- Universitatea Vasile Alecsandri din Bacau (Romania);
- Fundación ONCE para la Cooperación e Inclusión Social de personas con discapacidad (España);
- InGenio Labs Innovación Educativa (España);
- ISOB Institut für sozialwissenschaftliche Beratung GmbH (Alemania).
2.1. Study Population
2.2. Sample Selection
2.3. Design of Educational Programmes
2.3.1. Contents of the Training Modules
Module 1. Self-Awareness and Personal Branding
- Direct method of knowledge. Personal questionnaire on values, strengths, weaknesses, objectives and external perception.
- Life line. Chronological representation of key events in the past, present and future to understand personal evolution.
- Wheel of life. Graphic evaluation of different areas of life (health, work, relationships, etc.) to detect imbalances.
- Johari window. A tool that analyses what you know and do not know about yourself and how you are perceived by others.
- Personal SWOT analysis. Analysis of strengths, weaknesses, opportunities and threats in the personal and professional environment.
- Analysis of the current situation, which factors influence and why.
- Diagnosis. Based on the analysis, make clear decisions that bring the objectives closer to the objectives.
- Strategy. With the information obtained, design of a coherent and realistic action plan to move forward.
- Planning. Organise the decisions taken and establish when and how to execute each step.
- Execution. Knowing the mistakes, strengths and own goals, start working.
- Monitoring and control. Evaluate the results obtained to know if you are moving in the right direction and adjust as necessary.
Module 2. Creativity, Entrepreneurship and Innovation, Your Difference
- Understanding the environment (especially VUCA: Volatile, Uncertain, Complex and Ambiguous).
- Interconnect creativity, innovation and entrepreneurial action.
- Use agile methodologies.
- Search for spaces without competition: the so-called blue oceans.
Module 3. Organisation and Effective Time Management
Module 4. Teamwork
- Fundamentals of teamwork. Values, attitudes and possible obstacles.
- Techniques and skills. Communication, trust and team bonding.
- Organisation and leadership. Structuring the team efficiently and the role of the leader.
Module 5. Conflict Management and Negotiation
2.3.2. Educational Programme Based on MOOC EP1
2.3.3. Educational Programme Based on a Gamified and Transmedia Environment Transwork EP2
Characters
Gamified Environment
Cronograma
Game Dynamics
2.4. Timing of Educational Programmes
2.5. Measuring Instruments
2.6. Variables to Study
- Self-knowledge;
- Creativity;
- Time management;
- Teamwork;
- Conflict management.
- Whether the programme has met your expectations;
- Overall perceived quality;
- Assessment of the design;
- Perceived degree of participation;
- Themes raised;
- Level of depth;
- Previous information;
- Methodology used;
- Material and documentation of the platforms;
- Degree of socialisation with the students.
- Average time on task;
- Average time in challenges;
- Total time using the tool;
- Professional scores achieved;
- Personal scores achieved;
- Task successes;
- Task errors;
- Challenge successes;
- Interactions with other students;
- Rewards achieved.
2.7. Statistical Analysis
3. Results
3.1. Knowledge and Satisfaction
3.2. Scores Obtained by the Students on the Digital Platform
3.3. Results of Statistical Analysis
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
MOOC | Massive Open Online Courses |
References
- Laines-Alamina, C.I.; Silva-Almanza, I.J.; Estrella-Morales, V. Demanda de Trabajadores Con Habilidades Blandas y Nivel de Empleabilidad de Egresados Universitarios. Vinculatégica EFAN 2024, 10, 34–53. [Google Scholar] [CrossRef]
- Nanti, S.; Suryanti, L.; Muharnis, D.; Demina, D. Komunikasi Efektif Kepala Sekolah Sebagai Upaya Untuk Menumbuhkan Motivasi Kerja Guru. J. Pendidik. Tambusai 2022, 6, 14432–14437. [Google Scholar]
- Cabero, J.; Almenara, J.C. Bases Pedagógicas Del E-Learning; 2006. Available online: https://www.redalyc.org/articulo.oa?id=78030102 (accessed on 1 May 2025).
- Parella, S.; Reyes, L. E-Learning y Empoderamiento de Las Trabajadoras Del Hogar Centroamericanas En Barcelona En Tiempos de COVID-19: El Caso Del CITE. J. Iber. Lat. Am. Res. 2021, 27, 472–488. [Google Scholar] [CrossRef]
- Adam, M.R.; Vallés, R.S.; Rodríguez, G.I.M. E-Learning: Características y Evaluación. Ens. Econ. 2013, 23, 143–159. [Google Scholar]
- Avello Martínez, R.; Duart, J.M. Nuevas Tendencias de Aprendizaje Colaborativo En E-Learning: Claves Para Su Implementación Efectiva. Estud. Pedagógicos 2016, 42, 271–282. [Google Scholar] [CrossRef]
- Berge, Z. E-Moderating: The Key to Teaching and Learning Online. Distance Educ. 2013, 34, 391–395. [Google Scholar] [CrossRef]
- Lalima, D.; Dangwal, K.L. Blended Learning: An Innovative Approach. Univers. J. Educ. Res. 2017, 5, 129–136. [Google Scholar] [CrossRef]
- Mayes, T.; Freitas, S. Review of E-Learning Theories, Frameworks and Models; JISC e-Learning Models Study Report; 2004. Available online: https://researchportal.murdoch.edu.au/esploro/outputs/991005542858207891 (accessed on 1 May 2025).
- Boneu, J.M. Plataformas Abiertas de E-Learning Para El Soporte de Contenidos Educativos Abiertos. Rev. Univ. Soc. Conoc. 2007, 4, 36. [Google Scholar]
- Alismaiel, O.A.; Cifuentes-Faura, J.; Al-Rahmi, W.M. Online Learning, Mobile Learning, and Social Media Technologies: An Empirical Study on Constructivism Theory during the COVID-19 Pandemic. Sustainability 2022, 14, 11134. [Google Scholar] [CrossRef]
- Criollo-C., S.; Luján-Mora, S.; Jaramillo-Alcázar, A. Advantages and Disadvantages of M-Learning in Current Education. In Proceedings of the 2018 IEEE World Engineering Education Conference (EDUNINE), Buenos Aires, Argentina, 11–14 March 2018; pp. 1–6. [Google Scholar]
- Delgado, R.Z. El M-Learning, Las Ventajas de La Utilización de Dispositivos Móviles En El Proceso Autónomo de Aprendizaje. ReHuSo Rev. Cienc. Humanísticas Soc. 2019, 4, 29–38. [Google Scholar]
- Heil, C.R.; Wu, J.S.; Lee, J.J.; Schmidt, T. Review Paper A Review of Mobile Language Learning Applications: Trends, Challenges and Opportunities. Eurocall Rev. 2016, 24, 32–50. [Google Scholar] [CrossRef]
- Saikat, S.; Dhillon, J.S.; Ahmad, W.F.W.; Jamaluddin, R.A. A Systematic Review of the Benefits and Challenges of Mobile Learning during the COVID-19 Pandemic. Educ. Sci. 2021, 11, 459. [Google Scholar] [CrossRef]
- Fernández, A.; Cesteros, P. Las Plataformas E-Learning Para La Enseñanza y El Aprendizaje Universitario En Internet. 2009. Available online: https://docta.ucm.es/entities/publication/642df589-35e0-4306-b568-11febdd2ce9e (accessed on 5 March 2021).
- Silva, Á.; López, L.S.H.; Vargas, P.; Zhagñay, C. Estrés Laboral Docente, e-Learning y Tiempos de COVID-19; pp. 105–118. Available online: https://dialnet.unirioja.es/servlet/articulo?codigo=8621009 (accessed on 5 March 2021).
- Sánchez, M. Diseño/Adaptación de Programas Formativos a e-Learning; Claves y Toma de Decisiones. 2021. Available online: http://hdl.handle.net/10334/6106 (accessed on 15 June 2025).
- Wang, M. E-Learning in the Workplace; Springer: Berlin/Heidelberg, Germany, 2018. [Google Scholar]
- Molina García, P.F.; Molina García, A.R.; Gentry Jones, J. El E-Learning y La Evolución En La Enseñanza y Aprendizaje de La Educación Superior. Dominio Cienc. 2020, 6, 491–500. [Google Scholar]
- Pantazis, C. Maximizing E-Learning to Train the 21st Century Workforce. Public Pers Manag. 2022, 31, 21–26. [Google Scholar] [CrossRef]
- Cruz Saborío, L. COVID-19 y Su Impacto Como Acelerador Del e-Learning y Tecnologías Educativas. LOGOS 2022, 3, 136–142. [Google Scholar]
- Siempira, R.; Viviana, A. El Capital Humano y Los Programas E-Learning En La Formación de Trabajadores. Available online: http://hdl.handle.net/20.500.12209/500 (accessed on 5 May 2025).
- Giannakos, M.N.; Mikalef, P.; Pappas, I.O. Systematic Literature Review of E-Learning Capabilities to Enhance Organizational Learning. Inf. Syst. Front. 2022, 24, 619–635. [Google Scholar] [CrossRef] [PubMed]
- Jackson, R.L. The Rise of MOOCs. Acad. Quest. 2017, 26, 244–246. [Google Scholar] [CrossRef]
- Pinzón, L.R.P. Orígenes y Transformaciones Del Aprendizaje En Línea (E-Learning). Innovaciones Educativas Mediadas Por Paradigmas Tecnológicos. Rev. Hist. Educ. Colomb. 2020, 24, 105–132. [Google Scholar] [CrossRef]
- Gros, B. La Caída de Los Muros Del Conocimiento En La Sociedad Digital y Las Pedagogías Emergentes = The Fall of the Walls of Knowledge in the Digital Society and the Emerging Pedagogies. Educ. Knowl. Soc. EKS 2015, 16, 1. [Google Scholar]
- Cobos Sánchez, Á.; Suarez, J.J.P.; de Luna, E.B. La Gamificación a Través de Plataformas E-Learning: Análisis Cienciométrico de Una Pedagogía Emergente Implantada Mediante de Las TIC; 2021. Available online: http://hdl.handle.net/10481/70897 (accessed on 1 May 2025).
- Gros Salvat, B. La Evolución Del E-Learning: Del Aula Virtual a La Red. RIED Rev. Iberoam. Educ. A Distancia 2018, 21, 69. [Google Scholar] [CrossRef]
- Casado, B.G. E-Learning: Metodologías de Aprendizaje Centradas En El Estudiante. Acreditas 2021, 4, 30–32. [Google Scholar]
- Ehlers, U.D. Web 2.0–E-learning 2.0–Quality 2.0? Quality for New Learning Cultures. Qual. Assur. Educ. 2009, 17, 296–314. [Google Scholar] [CrossRef]
- Safran, C.; Helic, D.; Gütl, C. E-Learning Practices and Web 2.0. In Proceedings of the Conference ICL2007, Villach, Austria, 26–28 September 2007; Kassel University Press: Kassel, Germany, 2007; p. 8. [Google Scholar]
- Daniel, J.; Cano, E.V.; Cervera, M.G. El Futuro de Los MOOC: ¿Aprendizaje Adaptativo o Modelo de Negocio? RUSC. Univ. Knowl. Soc. J. 2015, 12, 64–73. [Google Scholar] [CrossRef]
- Valverde-Berrocoso, J.; Carmen Garrido-Arroyo, M.; Burgos-Videla, C.; Morales-Cevallos, M.B. Trends in Educational Research about E-Learning: A Systematic Literature Review (2009–2018). Sustainability 2020, 12, 5153. [Google Scholar] [CrossRef]
- Vázquez-Cano, E. El Reto de La Formación Docente Para El Uso de Dispositivos Digitales Móviles En La Educación Superior. Perspect. Educ. Form. Profesores 2015, 54, 149–162. [Google Scholar]
- De La Ossa, V.J. Habilidades Blandas y Ciencia. Rev. Colomb. Cienc. Anim.—RECIA 2022, 14, e945. [Google Scholar] [CrossRef]
- Mangrulkar, L.; Whitman, C.V.; Posner, M. Habilidades Para La Vida; 2001. Available online: https://www.funlam.edu.co/uploads/fondoeditorial/702_Habilidades_para_la_vida_Aproximaciones_conceptuales.pdf (accessed on 1 June 2025).
- Guerra-Báez, S. Una Revisión Panorámica al Entrenamiento de Las Habilidades Blandas En Estudiantes Universitarios. Psicol. Esc. Educ. 2019, 23, 1–11. [Google Scholar] [CrossRef]
- Robles, M.M. Executive Perceptions of the Top 10 Soft Skills Needed in Today’s Workplace. Bus. Commun. Q. 2012, 75, 453–465. [Google Scholar] [CrossRef]
- Bartel, J. Teaching Soft Skills for Employability. TESL Can. J. 2018, 35, 78–92. [Google Scholar] [CrossRef]
- Chávez, M.A.R.; Fuentes, N.N.M. Habilidades Blandas y Habilidades Duras, Clave Para La Formación Profesional Integral. Rev. Cienc. Soc. Económicas 2022, 6, 27–37. [Google Scholar]
- Busso, M.; Bassi, M.; Urzúa, S.; Vargas, J. Desconectados: Habilidades, Educación y Empleo En América Latina; Inter-American Development Bank: Washington, DC, USA, 2012. [Google Scholar]
- Raciti, P.; Vera, P.V. Evaluar Las Competencias Socioemocionales En El Marco de Las Políticas Para La Inclusión Social: Evidencias y Comparaciones Longitudinales Desde Un Ejercicio de Evaluación En Perú y Colombia; 2015. Available online: http://web.isanet.org/Web/Conferences/FLACSO-ISA%20Quito%202018/Archive/dd3d08df-13c6-4d5c-bb02-99f99c329fe2.pdf (accessed on 20 May 2025).
- Crespí, P.; García-Ramos, J.M. Competencias Genéricas En La Universidad. Evaluación Programa Form. Educ. XX1 2021, 24, 297–327. [Google Scholar]
- López, L.; Lozano, C. Las Habilidades Blandas y Su Influencia En La Construcción Del Aprendizaje Significativo. Cienc. Lat. Rev. Científica Multidiscip. 2021, 5, 10828–10837. [Google Scholar] [CrossRef]
- Musitu, G.; Cava, M.J. El Rol Del Apoyo Social En El Ajuste de Los Adolescentes. Psychosoc. Interv. 2003, 12, 179–192. [Google Scholar]
- Bandura, A. Teoría Del Aprendizaje Social; 1984. Available online: https://dialnet.unirioja.es/servlet/libro?codigo=184893 (accessed on 12 July 2025).
- Lagos, C. Aprendizaje Experiencial En El Desarrollo de Habilidades “Blandas”: Desde La Visión de Los Alumnos Líderes de I° a IV° Medio; Universidad Alberto Hurtado: Santiago, Chile, 2012. [Google Scholar]
- Chofré, L.A.; Marchori, L.B.; Gallardo, C.D.P.; Robla, C.E.; Fita, E.G.; Moreno, J.M.Q. Los ODS Como Instrumento de Aprendizaje: Una Experiencia Multidisciplinar En Los Estudios Universitarios. Rev. Educ. Derecho 2021, 1, 307–332. [Google Scholar] [CrossRef]
- Piña Gajardo, M. Prácticas Profesionales y Su Valor En El Futuro Desempeño Laboral. Bachelor’s Thesis, Universidad de Chile, Santiago, Chile, 2016. [Google Scholar]
- Sánchez, O.M.; Amar, R.M.; Triadú, J.X. Habilidades Blandas: Necesarias Para La Formación Integral Del Estudiante Universitario. Rev. Científica ECOCIENCIA 2018, 5, 1–18. [Google Scholar] [CrossRef]
- Cortizo Pérez, J.C.; García, F.M.C.; Piqueras, B.M.; Collado, A.V.; del Dedo, L.I.D.; Martín, J.P. Gamificación y Docencia: Lo Que La Universidad Tiene Que Aprender de Los Videojuegos; 2011. Available online: http://hdl.handle.net/11268/1750 (accessed on 12 May 2025).
- Contreras Espinosa, R.S.; Eguia, J.L. Gamificación En Aulas Universitarias; 2016. Available online: https://dialnet.unirioja.es/servlet/libro?codigo=874731 (accessed on 13 May 2025).
- del Carmen Pegalajar, M. Implicaciones de La Gamificación En Educación Superior: Una Revisión Sistemática Sobre La Percepción Del Estudiante. Rev. Investig. Educ. 2021, 39, 169–188. [Google Scholar] [CrossRef]
- Bai, S.; Hew, K.F.; Huang, B. Does Gamification Improve Student Learning Outcome? Evidence from a Meta-Analysis and Synthesis of Qualitative Data in Educational Contexts. Educ. Res. Rev. 2020, 30, 100322. [Google Scholar] [CrossRef]
- Putz, L.M.; Hofbauer, F.; Treiblmaier, H. Can Gamification Help to Improve Education? Findings from a Longitudinal Study. Comput. Hum. Behav. 2020, 110, 106392. [Google Scholar] [CrossRef]
- Tokac, U.; Novak, E.; Thompson, C.G. Effects of Game-Based Learning on Students’ Mathematics Achievement: A Meta-Analysis. J. Comput. Assist. Learn. 2019, 35, 407–420. [Google Scholar] [CrossRef]
- Chow, C.Y.; Riantiningtyas, R.R.; Kanstrup, M.B.; Papavasileiou, M.; Liem, G.D.; Olsen, A. Can Games Change Children’s Eating Behaviour? A Review of Gamification and Serious Games. Food Qual. Prefer. 2020, 80, 103823. [Google Scholar] [CrossRef]
- Koivisto, J.; Hamari, J. Demographic Differences in Perceived Benefits from Gamification. Comput. Hum. Behav. 2014, 35, 179–188. [Google Scholar] [CrossRef]
- Sanchez, D.R.; Langer, M.; Kaur, R. Gamification in the Classroom: Examining the Impact of Gamified Quizzes on Student Learning. Comput. Educ. 2020, 144, 103666. [Google Scholar] [CrossRef]
- Mitchell, R.; Schuster, L.; Jin, H.S. Gamification and the Impact of Extrinsic Motivation on Needs Satisfaction: Making Work Fun? J. Bus. Res. 2020, 106, 323–330. [Google Scholar] [CrossRef]
- Segura-Robles, A.; Fuentes-Cabrera, A.; Parra-González, M.E.; López-Belmonte, J. Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education. Front. Psychol. 2020, 11, 1103. [Google Scholar] [CrossRef] [PubMed]
- Xi, N.; Hamari, J. Does Gamification Satisfy Needs? A Study on the Relationship between Gamification Features and Intrinsic Need Satisfaction. Int. J. Inf. Manag. 2019, 46, 210–221. [Google Scholar] [CrossRef]
- Dindar, M. An Empirical Study on Gender, Video Game Play, Academic Success and Complex Problem Solving Skills. Comput. Educ. 2018, 125, 39–52. [Google Scholar] [CrossRef]
- Yang, Y.-T.C. Virtual CEOs: A Blended Approach to Digital Gaming for Enhancing Higher Order Thinking and Academic Achievement among Vocational High School Students. Comput. Educ. 2015, 81, 281–295. [Google Scholar] [CrossRef]
- Mosquera, I. ¿Gamificas o Juegas? Diferencias Entre ABJ y Gamificación; UNIR Revista. Available online: https://www.unir.net/revista/educacion/gamificas-o-juegas-diferencias-entre-abj-y-gamificacion/ (accessed on 13 August 2025).
- Perrotta, C.; Featherstone, G.; Aston, H.; Houghton, E. Game-Based Learning: Latest Evidence and Future Directions; Nfer: Slough, UK, 2013. [Google Scholar]
- Carmosino, I.; Bellotti, F.; Berta, R.; De Gloria, A.; Secco, N. A Game Engine Plug-in for Efficient Development of Investigation Mechanics in Serious Games. Entertain. Comput. 2017, 19, 1–11. [Google Scholar] [CrossRef]
- Romero, M.; Gebera, O.T. Serious Games Para El Desarrollo de Las Competencias Del Siglo XXI. In Revista de Educación a Distancia (RED); 2012; p. 34. Available online: https://revistas.um.es/red/article/view/233511 (accessed on 5 May 2025).
- Lamb, R.L.; Annetta, L.; Firestone, J.; Etopio, E. A Meta-Analysis with Examination of Moderators of Student Cognition, Affect, and Learning Outcomes While Using Serious Educational Games, Serious Games, and Simulations. Comput. Hum. Behav. 2018, 80, 158–167. [Google Scholar] [CrossRef]
- DeSmet, A.; Ryckeghem, D.; Compernolle, S.; Baranowski, T.; Thompson, D.; Crombez, G.; Poels, K.; Lippevelde, W.; Bastiaensens, S.; Cleemput, K. A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion. Prev. Med. 2014, 69, 95–107. [Google Scholar] [CrossRef]
- van der Lubbe, M.L.; Gerritsen, C.; Klein, M.C.A.; Hindriks, K.V. Empowering Vulnerable Target Groups with Serious Games and Gamification. Entertain. Comput. 2021, 38, 100402. [Google Scholar] [CrossRef]
- Argasiński, J.K.; Węgrzyn, P. Affective Patterns in Serious Games. Future Gener. Comput. Syst. 2019, 92, 526–538. [Google Scholar] [CrossRef]
- Lezama, O.B.P.; Manotas, E.N.; Mercado-Caruzo, N. Analysis of Design Patterns for Educational Application Development: Serious Games. Procedia Comput. Sci. 2020, 175, 641–646. [Google Scholar] [CrossRef]
- Mostefai, B.; Balla, A.; Trigano, P. A Generic and Efficient Emotion-Driven Approach toward Personalized Assessment and Adaptation in Serious Games. Cogn. Syst. Res. 2019, 56, 82–106. [Google Scholar] [CrossRef]
- Almela-Baeza, J.; Febrero-Sánchez, B.; Pérez-Manzano, A.; Ramírez-Romero, P. Prosocial Topics and Impact of a Flipped Classroom Educational Intervention Promoting Health by Creating Audiovisual Stories. Rev. Mediterránea Comun. 2018, 9, 75–84. [Google Scholar] [CrossRef]
- Qadir, H.; Khan, R.; Rasool, M.; Sohaib, M.; Shah, M.; Hasan, M.J. An Adaptive Feedback System for the Improvement of Learners. Sci. Rep. 2025, 15, 17242. [Google Scholar] [CrossRef] [PubMed]
- Weidlich, J.; Fink, A.; Frey, A.; Jivet, I.; Gombert, S.; Menzel, L.; Giorgashvili, T.; Yau, J.; Drachsler, H. Highly Informative Feedback Using Learning Analytics: How Feedback Literacy Moderates Student Perceptions of Feedback. Int. J. Educ. Technol. High. Educ. 2025, 22, 43. [Google Scholar] [CrossRef]
- Arets, T.T.J.E.; Perugia, G.; Houben, M.; IJsselsteijn, W.A. The Role of Generative AI in Facilitating Social Interactions: A Scoping Review. arXiv 2025, arXiv:2506.10927. [Google Scholar] [CrossRef]
- Yusuf, H.; Money, A.; Daylamani-Zad, D. Pedagogical AI Conversational Agents in Higher Education: A Conceptual Framework and Survey of the State of the Art. Educ. Technol. Res. Dev. 2025, 73, 815–874. [Google Scholar] [CrossRef]
Knowledge of Content and Usefulness (Media (SD) | ||
EP1 (n = 90) | EP2 (n = 91) | |
Self-awareness | 4.6 (SD) | 4.7 (SD) |
Creativity | 4.2 (SD) | 4.3 (SD) |
Time management | 4.6 (SD) | 3.7 (SD) |
Teamwork | 3.8 (SD) | 4.7 (SD) |
Conflict management | 3.8 (SD) | 4.7 (SD) |
Improving their skills | ||
Self-awareness | 4.6 (SD) | 5.0 (SD) |
Creativity | 4.6 (SD) | 4,0 (SD) |
Time management | 3.8 (SD) | 3.7 (SD) |
Teamwork | 4.2 (SD) | 4.3 (SD) |
Conflict management | 3.8 (SD) | 4.7 (SD) |
Level of satisfaction | ||
Has the course met your expectations? | 4.6 (SD) | 4.8 (SD) |
Overall perceived quality of the course | 4.2 (SD) | 4.6 (SD) |
Assessment of the overall design of the programme | 4.2 (SD) | 4.8 (SD) |
Degree of participation observed by the user | 3.9 (SD) | 4.6 (SD) |
Level of depth in accordance with expectations | 4.4 (SD) | 4.9 (SD) |
Methodology used | 4.2 (SD) | 4.7 (SD) |
Platform material and documentation | 4.4 (SD) | 4.8 (SD) |
Degree of socialisation with students | 3.4 (SD) | 4.0 (SD) |
Block of Contents | Category | EP1 | EP2 |
---|---|---|---|
Block 1 | Resolution time | 54.2 s. (SD) | 36.67 s. (SD) |
Score achieved | 7.9 over 10 (SD) | 9.2 over 10 (SD) | |
Error rate | 4 out of 10 (SD) | 0 out of 10 (SD) | |
Percentage of time consumed | Not measured (no time limit) | 17% | |
Block 2 | Resolution time | 89.44 s. (SD) | 51.12 s. (SD) |
Score achieved | 6.7 over 10 (SD) | 8.3 over 10 (SD) | |
Error rate | 5 over 10 (SD) | 1 over 10 (SD) | |
Percentage of time consumed | Not measured (no time limit) | 21% | |
Block 3 | Resolution time | 189.81 s. (SD) | 103.43 s. (SD) |
Score achieved | 6.2 over 10 (SD) | 7.5 over 10 (SD) | |
Error rate | 5 over 10 | 3 over 10 (SD) | |
Percentage of time consumed | Not measured (no time limit) | 33% | |
Block 4 | Resolution time | 279.34 s. (SD) | 159.66 s. (SD) |
Score achieved | 5.9 over 10 (SD) | 6.9 over 10 (SD) | |
Error rate | 6 over 10 (SD) | 3 over 10 (SD) | |
Percentage of time consumed | Not measured (no time limit) | 51% | |
Block 5 | Resolution time | 292.67 s. (SD) | 144.09 s. (SD) |
Score achieved | 5.5 over 10 (SD) | 6.5 over 20 (SD) | |
Error rate | 6 over 10 (SD) | 2 over 10 (SD) | |
Percentage of time consumed | Not measured (no time limit) | 58% | |
Average time spent on tasks | There are no tasks | 243.3 s. | |
Average time on challenges | No challenges | 118.2 s. | |
Total time on the tool | 3441.18 s. | 2130.27 s. | |
Professional score achieved | There are no records | 9.54 | |
Personal score achieved | There are no records | 9.41 | |
Task successes | There are no records | 22/25 | |
Task errors | There are no records | 3/25 | |
Challenge successes | There are no records | 17/25 |
Variable | χ2 | gl | p |
---|---|---|---|
Dropout rate | 35.6 | 1 | <0.001 |
Employability | 19.3 | 1 | <0.001 |
Variable | EP1 | EP2 | χ2 | gl | p | Cohen’s d |
---|---|---|---|---|---|---|
Teamwork | 3.80 (SD) | 4.70 (SD) | −8.65 | 179 | <0.001 | −1.29 |
Conflict management | 3.80 (SD) | 4.70 (SD) | −8.65 | 179 | <0.001 | −1.29 |
Self-awareness | 4.60 (SD) | 4.70 (SD) | −0.96 | 179 | n.s. | −0.14 |
Creativity | 4.20 (SD) | 4.30 (SD) | −0.96 | 179 | n.s. | −0.14 |
Time management | 4.60 (SD) | 3.70 (SD) | 8.65 | 179 | <0.001 | 1.29 |
Expectations | 4.60 (SD) | 4.80 (SD) | −2.74 | 179 | 0.007 | 0.41 |
Overall quality | 4.20 (SD) | 4.60 (SD) | −5.48 | 179 | <0.001 | 0.82 |
Design | 4.20 (SD) | 4.80 (SD) | −8.22 | 179 | <0.001 | 1.22 |
Participation | 3.90 (SD) | 4.60 (SD) | −9.59 | 179 | <0.001 | 1.43 |
Socialisation | 3.40 (SD) | 4.00 (SD) | −5.48 | 179 | <0.001 | 0.82 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Pérez-Manzano, A.; Almela-Baeza, J.; Bonache-Ibáñez, A. Transmedia Content and Gamification in Educational Programmes for University Students with Disabilities: Digital Competences for Labour Market Integration as a Driver of Sustainable Development. Sustainability 2025, 17, 7947. https://doi.org/10.3390/su17177947
Pérez-Manzano A, Almela-Baeza J, Bonache-Ibáñez A. Transmedia Content and Gamification in Educational Programmes for University Students with Disabilities: Digital Competences for Labour Market Integration as a Driver of Sustainable Development. Sustainability. 2025; 17(17):7947. https://doi.org/10.3390/su17177947
Chicago/Turabian StylePérez-Manzano, Antonio, Javier Almela-Baeza, and Adrián Bonache-Ibáñez. 2025. "Transmedia Content and Gamification in Educational Programmes for University Students with Disabilities: Digital Competences for Labour Market Integration as a Driver of Sustainable Development" Sustainability 17, no. 17: 7947. https://doi.org/10.3390/su17177947
APA StylePérez-Manzano, A., Almela-Baeza, J., & Bonache-Ibáñez, A. (2025). Transmedia Content and Gamification in Educational Programmes for University Students with Disabilities: Digital Competences for Labour Market Integration as a Driver of Sustainable Development. Sustainability, 17(17), 7947. https://doi.org/10.3390/su17177947