Towards Reinforcing Generic Competences in Higher Education Students Using Gamification

被引:0
作者
Munoz, Sara [1 ]
Gamboa, Edwin [1 ]
Bedoya, Oscar [1 ]
Trujillo, Maria [1 ]
机构
[1] Univ Valle, Cali, Colombia
来源
HUMAN-COMPUTER INTERACTION, HCI-COLLAB 2019 | 2019年 / 1114卷
关键词
Education; Gamification; Generic competences; Undergraduate students;
D O I
10.1007/978-3-030-37386-3_30
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Deficiencies in generic competences (e.g. critical reading and quantitative reasoning) have been identified in Colombian undergraduate students. Tackling this problem, a gamified system for motivating students to reinforce generic competences has been developed by Universidad del Valle using a player centred design methodology. The gamification strategy is composed by four mechanics: First, a training zone where students can improve generic competences (e.g., quantitative reasoning and reading comprehension). Second, an improvement shop where students exchange earned points for power-ups. Third, a badge system, which presents different tasks that students must perform to win a set of medals. Lastly, an abilities diagram that measures students' performance. A web prototype was built to support the gamification strategy. The prototype was iteratively tested using functional and nonfunctional testing, to guide the development process. Also, the gamification strategy was validated using a heuristic evaluation, confirming that the content to be used in the gamification strategy should be designed according to student's preferences, otherwise, the strategy may fail. The main limitation of this research is that the sample of users is not representative of Universidad del Valle student population and some evaluated features and graphical resources of the application are still being developed.
引用
收藏
页码:408 / 422
页数:15
相关论文
共 23 条
[1]  
Blevins Amy E., 2017, Medical Reference Services Quarterly, V36, P313, DOI 10.1080/02763869.2017.1369239
[2]  
Burke B., 2014, GAMIFY GAMIFICATION
[3]  
Colombia Ministerio de Educacion, ESTANDARES BASICOS C
[4]  
Cooper A, 2007, About Face 3: The Essentials of Interaction Design, V3rd
[5]  
Francisco-Aparicio A., 2013, NEW TRENDS INTERACTI, P113, DOI [10.1007/978-1-4471-5445-79, DOI 10.1007/978-1-4471-5445-79]
[6]  
Guzman C., DESERCION ESTUDIANTI
[7]  
ICFES Instituto Colombiano para la Evaluacion de la Educacion, 2015, INF GEN EX EST CAL E
[8]   CodeTraining: An Authoring Tool for a Gamified Programming Learning Environment [J].
Lucia Barron-Estrada, Maria ;
Zatarain-Cabada, Ramon ;
Lindor-Valdez, Mario .
ADVANCES IN SOFT COMPUTING, MICAI 2016, PT II, 2017, 10062 :501-512
[9]  
Medina Herrera A., 2013, N GYMLAB GIMNASIO LA
[10]  
Medvidovic N., 2010, 2010 32nd International Conference on Software Engineering (ICSE), P471, DOI 10.1145/1810295.1810435