Improving student motivation through gamification: a case study in Engineering Degrees

被引:0
作者
Romero Rodriguez, Laura [1 ]
机构
[1] Univ Cadiz, Dept Maquinas & Motores Term, Escuela Super Ingn, Cadiz, Spain
来源
VIII CONGRESO DE INNOVACION EDUCATIVA Y DOCENCIA EN RED, IN-RED 2022 | 2022年
关键词
gamification; serious games; learning; videogames; motivation; engagement;
D O I
10.4995/INRED2022.2022.15828
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Many studies suggest the usefulness of gamification tools so as to increase the motivation of the students and facilitate learning. This is due to the generational changes in society, as a consequence of the increasing presence of technology in our lives. For this reason, it is necessary to give empirical evidence of experiences that show the positive outcomes of new active learning tools. In the present work, the results of the implementation of a videogame are shown for a subject (Thermotechnics) of the 2nd year in four Engineering Courses at the School of Engineering in Cadiz (Spain). This subject is traditionally perceived by the students as very complex. The videogame gathers many theoretical concepts taught in the subject, and allows the students to review them in an easy and entertaining way. After the experience, carried out by 311 students, 94% of them state that the game motivated them regarding the subject, considering it as useful, entertaining, and they generally gave very positive comments. Last of all, several possibilities for improvement were identified, which will be implemented in future versions of the game.
引用
收藏
页码:834 / 846
页数:13
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