Gamification in Higher Education: Learning Computer Science with an Escape Room

被引:0
|
作者
Velazquez-Garcia, Lydia [1 ]
Cedillo-Hernandez, Antonio [2 ]
Cendejas-Castro, Eduardo A. [2 ]
机构
[1] Inst Politecn Nacl, CIECAS, Agr, Lauro Aguirre 120, Mexico City 11360, Miguel Hidalgo, Mexico
[2] Tecnol Monterrey, Escuela Ingn & Ciencias, Ave Eugenio Garza Sada 2501, Monterrey 64849, NL, Mexico
来源
PROCEEDINGS OF THE 15TH INTERNATIONAL CONFERENCE ON EDUCATION TECHNOLOGY AND COMPUTERS, ICETC 2023 | 2023年
关键词
Gamification; Escape room; Educational innovation; Higher Education; Professional education; MOTIVATION;
D O I
10.1145/3629296.3629308
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This paper presents a study that evaluates gamification as a strategy to improve learning in higher education. This research aims to determine the effects of gamification on the teaching-learning process by implementing a virtual educational escape room. This learning strategy was applied to four groups of students studying the Computational Modeling of Movement course in the first semester of the B.S. in Computer Science and Technology program at Tecnologico de Monterrey. To determine their perception of their experience in the activity of an escape room and the elements they find valuable in their learning, we performed a descriptive analysis based on an online questionnaire with items divided into three dimensions. The students' responses were measured with a Likert scale, and their reliability was confirmed using Cronbach's alpha coefficient. The results showed that the students positively valued the application of the escape room as a tool and a didactic proposal to improve the teaching-learning process. In addition, implementing the virtual educational escape room was perceived as rewarding by both students and teachers, motivating the latter to implement innovative teaching strategies that allowed them to strengthen their academic work.
引用
收藏
页码:72 / 77
页数:6
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