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Gamification in engineering education – An empirical assessment on learning and game performance

机译:工程教育的娱乐 - 对学习和游戏表现的实证评估

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摘要

Gamification, recently considered as a science, takes advantage of the benefits of games to induce desirable behaviors in a given “normal” activity. When applied in education, it is an approach to motivate and engage students in their learning process by incorporating game design principles. This paper presents the design and deployment of a game conducted in parallel with two groups of the engineering course “operations research”. The game design is theoretically supported, and unlike literature, the game proposed has the main distinguishing features: (a) it is carried out in parallel with the standard course, where player participation is optional, with extrinsic motivators regarding the final grade, (b) it lasts the entire semester, and it was applied to different groups with the same instructor, (c) in addition to academic performance, it has other social relatedness desired outcomes, (d) it combines the use of specific game elements divided in three types of activities: Mastery, related to the core topics of the class, Institutional, related to the university life and community, and Teamwork activities; and (e) it uses a WhatsApp chat group as the common communication platform. The assessment is twofold: the effects on learning, measured in two indicators, failure rate and average grade; and the perception of the game itself. Statistical results present empirical evidence of the positive effects of gamification on academic performance and other desired behaviors of social relatedness, such as a sense of belonging and teamwork.
机译:乐谱,最近被视为一种科学,利用游戏的好处,以在给定的“正常”活动中诱发所需的行为。在申请教育时,通过纳入游戏设计原则,是一种激励和参与学习过程的方法。本文介绍了与两组工程课程“运营研究”并行进行的游戏的设计和部署。游戏设计是理论上支持的,而且与文学不同,拟议的游戏具有主要区分特征:(a)它与标准课程并行进行,其中玩家参与是可选的,内在刺激有关于最终成绩的外在刺激(b )它持续整个学期,它被应用于不同的群体,(c)除了学术表现之外,它还有其他社会相关性的结果,(d)它结合了使用特定的游戏元素分为三个活动类型:掌握,与课堂核心主题有关,体制,与大学生活和社区相关的机构,以及团队合作活动; (e)它使用WhatsApp Chat组作为公共通信平台。评估是双重的:对学习的影响,以两种指标,失败率和平均等级测量;和对游戏本身的看法。统计结果目前对娱乐对社会相关性绩效和其他期望行为的实证证据,例如归属感和团队合作感。

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