Gaming for learning
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Document typeConference lecture
Defense date2022
PublisherUniversidade do Minho
Rights accessRestricted access - publisher's policy
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Abstract
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.
ISBN2183-1378
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