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dc.creatorParody Núñez, María Luisaes
dc.creatorSantos García, Jeniferes
dc.creatorTrujillo-Cayado, Luis Alfonsoes
dc.creatorCeballos González, Manueles
dc.date.accessioned2022-12-16T11:48:36Z
dc.date.available2022-12-16T11:48:36Z
dc.date.issued2022-11
dc.identifier.citationParody Núñez, M.L., Santos García, J., Trujillo-Cayado, L.A. y Ceballos González, M. (2022). Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance. Applied Sciences, 12 (22), 11832. https://doi.org/10.3390/app122211832.
dc.identifier.issn2076-3417es
dc.identifier.urihttps://hdl.handle.net/11441/140573
dc.description.abstractPedagogical innovation involving information and communications technology (ICT) may offer teachers the opportunity to create engaging learning environments in engineering courses. In this paper, we present a gamification teaching experience whose primary objective is to improve motivation, and we obtained results for students of a mathematics course during their first year at university. For this case study, we used Classcraft®, which is a role-playing game supported by a digital platform and a mobile application that has been developed to answer teachers’ classroom management needs. We hypothesized that using this application as ICT could enhance learning and promote the development of the four “super skills” (or the Four C’s): critical thinking, communication, collaboration, and creativity. In order to explore the educational effectiveness of the methodology, a comparison between a gamification group of students and a control group was carried out. Our results showed that the mean mark obtained by the control group students was lower than that obtained by the gamification group students. In addition, the Nemenyi test showed that the Four C’s were improved thanks to the Classcraft® activities and group project. Overall, course participants positively evaluated the use of the gamification platform.es
dc.formatapplication/pdfes
dc.format.extent7 p.es
dc.language.isoenges
dc.publisherMDPIes
dc.relation.ispartofApplied Sciences, 12 (22), 11832.
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject21st century skillses
dc.subjectGamificationes
dc.subjectMotivationes
dc.subjectDigital platformes
dc.subjectMathematicses
dc.titleGamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performancees
dc.typeinfo:eu-repo/semantics/articlees
dcterms.identifierhttps://ror.org/03yxnpp24
dc.type.versioninfo:eu-repo/semantics/publishedVersiones
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Ingeniería Químicaes
dc.relation.publisherversionhttps://www.mdpi.com/2076-3417/12/22/11832es
dc.identifier.doi10.3390/app122211832es
dc.contributor.groupUniversidad de Sevilla. TEP943: Reología Aplicada. Tecnología de Coloideses
dc.journaltitleApplied Scienceses
dc.publication.volumen12es
dc.publication.issue22es
dc.publication.initialPage11832es

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