Avatars and badges, are there differences between genders?

被引:4
作者
Santos-Guevara, Brenda N. [1 ]
Rincon-Flores, Elvira G. [2 ]
机构
[1] Tecnol Monterrey, Life & Career Ctr, Monterrey, Mexico
[2] Tecnol Monterrey, Sch Engn & Sci, Monterrey, Mexico
来源
PROCEEDINGS OF THE 2021 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON) | 2021年
关键词
Gamification; higher education; innovative education; avatars; gender; GAMIFICATION; PERCEPTIONS;
D O I
10.1109/EDUCON46332.2021.9454126
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification in higher education has become relevant to improve motivation and engagement in courses. The contribution we looked for is finding if avatar selection impacts students' performance to integrate improved gamified course design. We established a relation between the reason for avatar selection and the gained avatars to conclude its impact on motivation and engagement in two undergraduate courses, one for Calculus and the other for Professional Competencies Development. Findings point to a seek for identification with personal qualities as perseverance and discipline, and teamwork in the Calculus course. Women chose their avatar primarily based on the spirit of struggle, determination, and characteristics to overcome any situation.
引用
收藏
页码:340 / 344
页数:5
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