Gaming for learning
GAMING FOR LEARNING_PAPER_JAC_ENG_camera.pdf (165,0Kb) (Restricted access) Request copy
Què és aquest botó?
Aquest botó permet demanar una còpia d'un document restringit a l'autor. Es mostra quan:
- Disposem del correu electrònic de l'autor
- El document té una mida inferior a 20 Mb
- Es tracta d'un document d'accés restringit per decisió de l'autor o d'un document d'accés restringit per política de l'editorial
Document typeConference lecture
PublisherUniversidade do Minho
Rights accessRestricted access - publisher's policy
All rights reserved. This work is protected by the corresponding intellectual and industrial property rights. Without prejudice to any existing legal exemptions, reproduction, distribution, public communication or transformation of this work are prohibited without permission of the copyright holder
In the subject of wave optics, we seek to involve students in their learning through active learning techniques. Students participate in large group classes doing small activities, competition games, solving problems,... They are also very active in the laboratory sessions (half the total time of the course) where they measure and analyze the contents developed at the large sessions. The activities they play in the large group are based on gamification principles; students answer group quizzes and get a ranking based on whether or not they get the right answer. We have set out to better develop the possibilities of game-based learning by redesigning the simulation activities that students carry out based on the principles of McGonigal1 so that they are games from which they cannot escape without learning. The simulation activities have been included in an escape room where students play in groups and to advance in the game they must solve a riddle using the knowledge developed in the subject. As McGonigal proposes, the escape room seeks to have an epic mission, a clear goal, immediate feedback and another chance to prove it, and a positive social dimension.
CitationArmengol, J.; Bofill, P.; Farreras, M. Gaming for learning. A: International Conference on Active Learning in Engineering Education. "International Symposium on Project Approaches in Engineering Education Volume 12 (2022): proceedings of the PAEE/ALE'2022, International Conference on Active Learning in Engineering Education 14th International Symposium on Project Approaches in Engineering Education (PAEE) 19th Active Learning in Engineering Education Workshop (ALE) Alicante-Spain, 06-08 July 2022". Minho: Universidade do Minho, 2022, p. 143-148. ISBN 2183-1378.
|GAMING FOR LEARNING_PAPER_JAC_ENG_camera.pdf||165,0Kb||Restricted access|