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Game-based Learning in Computer Engineering: A Workshop

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Farreras Esclusa, MontserratMés informacióMés informació
Armengol Cebrian, JesúsMés informacióMés informacióMés informació
Bofill, Pau
Hernandez, Angels
Document typeConference report
Defense date2022
PublisherEuropean Society for Engineering Education (SEFI)
Rights accessOpen Access
Attribution-NonCommercial-NoDerivs 4.0 International
Except where otherwise noted, content on this work is licensed under a Creative Commons license : Attribution-NonCommercial-NoDerivs 4.0 International
Abstract
Gamification has gained popularity in the last years, it is used in primary and secondary schools, as well as in companies and universities (Call, 2021). Along with this growth in popularity the number of available computer tools that facilitate the implementation of quizzes, competitions, simulations, WebQuests etc. has also grown. Play engages students and enhances learning, however not all sorts of games are equally fruitful. As in (Dave Eng, 2019), we make a distinction between gamification and game-based learning (GBL). An example of gamification is a contest where students get points for solving the usual exercises of the subject matter. An example of game-based learning is an escape room where students get involved in studying and solving subject matter problems to get the required hints to continue the game. In this sense, game-based learning is an instance of problem-based learning (PBL) [Lima, 2017]. An interesting reflection on GBL can be found in [Valero, 2018]. The main objective of GBL is to provide an active learning environment, where students need to learn and apply the subject matter in order to participate and eventually solve the game. Compared with frontal lectures, active learning has been shown to provide higher motivation and deeper learning [Call, 2021] [Lopez-Fernandez, 2021]. From a general point of view, we can say that learning takes place in five stages [Bofill, 2007]. Namely: motivation, information retrieval, understanding, application (or practice) and reflection or feed-back. GBL, then, reinforces the autonomous realization of each of these stages. An escape room is a game where players must solve different puzzles and riddles in order to finish the game (in order to escape from the room). Escape rooms have been used extensively in education, since they allow for the organization of subject matter exercises in a pleasant way [Veldamp, 2020].
CitationFarreras, M. [et al.]. Game-based Learning in Computer Engineering: A Workshop. A: Annual Conference of The European Society for Engineering Education. "SEFI 2022: 50th Annual Conference of The European Society for Engineering Education: 19-22 September, Barcelona, Spain. Towards a new future in engineering education, new scenarios that European alliances of tech universities open up". European Society for Engineering Education (SEFI), 2022, p. 2273-2275. ISBN 978-84-123222-6-2. 
URIhttp://hdl.handle.net/2117/381238
ISBN978-84-123222-6-2
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  • GOAPI - Grup d'Òptica Aplicada i Processament d'Imatge - Ponències/Comunicacions de congressos [62]
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  • Departament d'Òptica i Optometria - Ponències/Comunicacions de congressos [153]
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