Gamification in the translation and interpreting degree: A new methodological perspective in the classroom Gutiérrez Artacho, Juncal Olvera Lobo, María Dolores Gamification New technologies Universtiy teaching Gamification refers to taking concepts usually associated with videogames and applying them to other types of recreational activities. In itself gamification does not equate to games. It concerns a different concept that has less to do with games than with marketing, motivation and user loyalty. The idea behind our proposal begins with the consideration that, despite the current availability of more and better teaching tools, there are times when they are not effectively reflected in students’ learning outcomes and skills obtainment. To a large extent, ensuring that students are fully motivated by and committed to the materials they must study involves finding the strengths that arouse their interest in those materials. No matter what the setting, from childhood we are attracted to games, which allow us to learn and practise skills that we later use in day-to-day life. Numerous studies show that games encourage learning, given that when fun features in the process, motivation is increased and stress lowered. It is clear that when students enjoy learning, students learn more and better. Videogames are a prominent type of game applied in the teaching environment. The use of videogames increases the degree of satisfaction, which in turn boosts learning and memorisation. Furthermore, videogames are interactive materials capable of attracting students’ attention and securing the complete immersion of players in the task being performed, and at all times allowing them to decide what to do, in addition to encouraging competitiveness and collaborative work. To that we must add the fact that players obtain immediate feedback after each action during the game, allowing them to learn through trial and error, which are desirable features in a constructivist learning environment centred on the student. Finally, contrary to what may be thought, the teacher also has the possibility to play a part as occurs in traditional teaching. This is due to the fact that participants, when using video games, leave tracks that provide the teacher with clues about the progress of the activity on the course, and in a very precise manner that allows the teacher to act consequently. Our proposal has been designed by a wide group of teaching staff –called Aula.int– drawn from various departments of the Faculty of Translation and Interpreting of the University of Granada, with more than a decade’s experience. Our projects are focussed on boosting the cross-relationship between different materials involved in the teaching of translation, for which we have designed a didactic model known as PATT (Professional Approach to Translator Training ), and also created and facilitated access to tools and resources of interest in this field. With this project we seek to add gamification to our didactic model and to the already implemented teaching tools. 2016-11-29T13:06:14Z 2016-11-29T13:06:14Z 2016 book part Gutiérrez-Artacho, J.; Olvera Lobo, M.D. Gamification in the translation and interpreting degree: A new methodological perspective in the classroom. In: Proceedings of EDULEARN16. 8th Annual International Conference on Education and New Learning Technologies, Barcelona (Spain), 4th - 6th of July, 2016. pp. 50-58. [] 978-84-608-8860-4 http://hdl.handle.net/10481/43643 eng open access International Academy of Technology, Education and Development (IATED)