2019
DOI: 10.1088/1361-6404/ab215e
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Gamified experimental physics classes: a promising active learning methodology for higher education

Abstract: Gamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while keeping them engaged and pleased with the learning process. This study reports the application of a gamified class concerning electric resistors, the first of a 12-topic discipline offered to 2nd-year students in physics and engineering. Adopting a Flipped Classroom methodology and a narrative b… Show more

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Cited by 23 publications
(17 citation statements)
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References 16 publications
(20 reference statements)
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“…The researcher identifies the findings into four elements that are sourced from empirical studies [26], and additional elements (others) that contribute and are personal. The elements in gamification include affective learning outcomes (33.33%, n=20), cognitive learning outcomes (16.57%, n=10), behavioral learning outcomes (21.67%, n=13), student performance (20.00%, n= 12), and other elements (8.33%, n=5).…”
Section: Elements Of Gamification On Behavior and Learning Outcomesmentioning
confidence: 99%
“…The researcher identifies the findings into four elements that are sourced from empirical studies [26], and additional elements (others) that contribute and are personal. The elements in gamification include affective learning outcomes (33.33%, n=20), cognitive learning outcomes (16.57%, n=10), behavioral learning outcomes (21.67%, n=13), student performance (20.00%, n= 12), and other elements (8.33%, n=5).…”
Section: Elements Of Gamification On Behavior and Learning Outcomesmentioning
confidence: 99%
“…Likewise, not doing their homework started as an undesired behavior that improved as the weeks went on; however, it did not reach very low values. This situation was due to the fact that the students who had general low learning performance and repeated the grade, numbers 15,16,17,18,19,20 and 21, hardly ever did their homework during the intervention. Additionally, they were disruptors, according to Marczewski's classification.…”
Section: Discussionmentioning
confidence: 99%
“…Regarding education, gamification is considered an active methodology [16][17][18][19]. This approach refers to the techniques, methods and strategies that are used by the teachers for the students to participate in their learning, which is centered on the process of doing the activities.…”
mentioning
confidence: 99%
“…As metodologias ativas têm sido aplicadas em vários contextos, como uma maneira de lidar com as dificuldades, principalmente em disciplinas das áreas de exatas, Engenharia e físicas, e ambiguidades que inevitavelmente podem existir, quando os problemas de ensino-aprendizagem são abordados sob uma perspectiva do desenvolvimento cognitivo (Garmendia et al, 2015;Varela et al, 2017;Forndran & Zacharias, 2019).…”
Section: Referencial Teórico -Metodologias Ativasunclassified