Gamification tools in the learning of shipbuilding in the undergraduate marine engineering education

dc.contributor.authorLeón Árias, Alejandro
dc.contributor.authorPeña Carrera, Marta
dc.contributor.groupUniversitat Politècnica de Catalunya. BCN SEER - Barcelona Science and Engineering Education Research Group
dc.contributor.otherUniversitat Politècnica de Catalunya. Departament de Ciència i Enginyeria Nàutiques
dc.contributor.otherUniversitat Politècnica de Catalunya. Departament de Matemàtiques
dc.date.accessioned2022-04-06T12:28:34Z
dc.date.available2022-04-06T12:28:34Z
dc.date.issued2021-10-08
dc.description.abstractThis study assesses the implementation of different gamification tools and learning complexity in the of the subject Shipbuilding Principles of the Universitat Politècnica de Catalunya · BarcelonaTech (UPC). This experience has been carried out under a triple new scenario: the virtuality due to the Covid-19 pandemic, added to the gamified training, and the assessment carried out remotely. Both the content and the assessment of the subject have been presented using three gamification web tools (Kahoot!, Mentimeter, and Socrative) and three learning complexity (Lexicon, Comprehension, and Visual & Relationship). The content of the subject has been taught in a dynamic, entertaining, and active way. An important factor that has been taken into account was student diversity when responding to gamified elements, using different gamification tools and different learning complexity. This experience of gamification had a positive impact on student motivation, class attendance, participation, collaborative learning, and classroom climate, which is key in a scenario like the current one, with an adaptation of classes to online learning due to the pandemic. From the results obtained, it can be stated that the gamified experience, even offering a good result compared to previous academic years, did not provide a significant improvement in the overall academic performance of the students. Regarding the gamification tools, the one that presented a slight advantage over the rest was Socrative, which is based on a particular challenge without competition between peers or groups. Regarding the learning complexity, all presented a similar level of success.
dc.description.sdgObjectius de Desenvolupament Sostenible::4 - Educació de Qualitat
dc.description.versionPostprint (published version)
dc.format.extent14 p.
dc.identifier.citationLeon, A.; Peña, M. Gamification tools in the learning of shipbuilding in the undergraduate marine engineering education. "Computer applications in engineering education", 8 Octubre 2021, vol. 30, núm. 2, p. 458-471.
dc.identifier.doi10.1002/cae.22465
dc.identifier.issn1061-3773
dc.identifier.urihttps://hdl.handle.net/2117/365447
dc.language.isoeng
dc.relation.publisherversionhttps://onlinelibrary.wiley.com/doi/full/10.1002/cae.22465
dc.rights.accessOpen Access
dc.rights.licensenameAttribution 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectÀrees temàtiques de la UPC::Nàutica
dc.subjectÀrees temàtiques de la UPC::Ensenyament i aprenentatge::TIC's aplicades a l'educació
dc.subjectÀrees temàtiques de la UPC::Ensenyament i aprenentatge
dc.subject.lcshGamification
dc.subject.lemacConstrucció naval -- Ensenyament
dc.subject.lemacLudificació
dc.subject.lemacConstrucció naval -- Ensenyament assistit per ordinador
dc.subject.otherGamification
dc.titleGamification tools in the learning of shipbuilding in the undergraduate marine engineering education
dc.typeArticle
dspace.entity.typePublication
local.citation.authorLeon, A.; Peña, M.
local.citation.endingPage471
local.citation.number2
local.citation.publicationNameComputer applications in engineering education
local.citation.startingPage458
local.citation.volume30
local.identifier.drac32219000

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