首页> 外文会议>International Technology, Education and Development Conference >(2128) GAMIFICATION AND PROFILE PLAYERS IN THE CLASSROOMS OF HIGHER EDUCATION: THE CASE OF THE ENGINEERING SCHOOL FROM THE UNIVERSITAT AUT?NOMA DE BARCELONA
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(2128) GAMIFICATION AND PROFILE PLAYERS IN THE CLASSROOMS OF HIGHER EDUCATION: THE CASE OF THE ENGINEERING SCHOOL FROM THE UNIVERSITAT AUT?NOMA DE BARCELONA

机译:(2128)高等教育教室的娱乐和外形玩家:大学的工程学院AUT?NOMA de Barcelona

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The high rate of failing grades and the conformity in the results by the students of Higher Education has favored the implementation, on the part of the teaching staff, of innovative educational experiences such as the case of gamification. This learning strategy also allows adapting to current times where students' motivation is increased with the use of current technologies. The irruption of gamification is situated in learning through game dynamics in which students obtain merits related to the skills and competencies that define the profile of their future professions. The profile of identified players in the case of the degree of "Computer Engineering" from the Universitat Autònoma of Barcelona is outlined below. Previously the platform created for their practice (TOP-UAB) is described and how the experience has been developed in the 8 subjects of one of their specialization obtaining a degree of high satisfaction expressed by both, teachers and students, who ask to repeat this type of experiences. There is a greater participation, more motivated students and an increase in the average of academic performance. The profiles found were three of the six mentioned by Marczewski (2015). Throughout the text, it is argued why this classification of player profiles has been chosen and it suggests proposals for a personalized gamification, a provocative teaching attitude of a high participation, a design of diversified activities (challenges, hidden messages, scouting tasks, nonlinear games, customizing, games of chance, etc.) with guidance on elements to be incorporated based on the profile of players (progression bar, certificates, points, etc.).
机译:失败的成绩和高等教育学生的成绩符合的高率赞成了教学人员的实施,即娱乐的创新教育经验,例如赌博的案例。这种学习策略还允许适应学生激励随着当前技术而增加的当前时间。游戏化的突破是通过游戏动态的学习,其中学生获得与符合其未来职业概况的技能和能力相关的优点。下面概述了来自巴塞罗那大学的“计算机工程”的“计算机工程”程度的概述的概况。以前描述了为其练习(Top-UAB)创建的平台是描述的,并且如何在他们专业化的8个科目中开发了经验,从而获得了一定程度的教师和学生,他要求重复这种类型的高度满意度经验。参与更大,更有动力的学生和学术表现的平均值增加。发现的曲线是Marczewski(2015年)提到的六个中的三个。在整个文本中,有人争辩为什么选择了这类播放器配置文件的分类,并提出了个性化赌博的建议,挑衅性教学态度高度参与,设计了多样化的活动(挑战,隐藏消息,侦察任务,非线性游戏,定制,机会游戏等)对要素的指导,根据玩家的简介(进展栏,证书,点等)。

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