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Aplication of a gamification learning system in mechanical engineering studies

Authors :
Universitat Politècnica de Catalunya. Departament d'Enginyeria Mecànica
Universitat Politècnica de Catalunya. Institut de Ciències de l'Educació
Universitat Politècnica de Catalunya. TecSalut - Grup de Recerca en Tecnologies de la Salut
Universitat Politècnica de Catalunya. CDEI-DM - Centre de Disseny d'Equips Industrials-Dinàmica de Màquines
Universitat Politècnica de Catalunya. LARCA - Laboratori d'Algorísmia Relacional, Complexitat i Aprenentatge
Pàmies Vilà, Rosa
Fabregat Sanjuan, Albert
Puig Ortiz, Joan
Jordi Nebot, Lluïsa
Hernández Fernández, Antonio
Universitat Politècnica de Catalunya. Departament d'Enginyeria Mecànica
Universitat Politècnica de Catalunya. Institut de Ciències de l'Educació
Universitat Politècnica de Catalunya. TecSalut - Grup de Recerca en Tecnologies de la Salut
Universitat Politècnica de Catalunya. CDEI-DM - Centre de Disseny d'Equips Industrials-Dinàmica de Màquines
Universitat Politècnica de Catalunya. LARCA - Laboratori d'Algorísmia Relacional, Complexitat i Aprenentatge
Pàmies Vilà, Rosa
Fabregat Sanjuan, Albert
Puig Ortiz, Joan
Jordi Nebot, Lluïsa
Hernández Fernández, Antonio
Publication Year :
2022

Abstract

The purpose of this study is to examine the effects of using a gamification tool as a new teaching strategy. Specifically, Kahoot! is evaluated as a tool for enhancing student learning. We test the tool empirically in a university class setting in an engineering degree, namely as part of the laboratory sessions of the subject Mechanism and Machine Theory during two consecutive academic years. The students were randomly divided into three different groups (control group, gamification group and writing group) and their results were evaluated depending on the learning method applied during the class. In terms of gamification, this project introduces real-time feedback to stimulate the interest of students and help them use the typical tools and methodologies of game-based learning. The analysis of their performance in the laboratory exam shows significant differences between the group that used gamification and the groups that did not. The study concludes that gamebased elements and competitive activities enhanced student performance and recommend their use in educational environments to support the learning process.<br />Peer Reviewed<br />Postprint (published version)

Details

Database :
OAIster
Notes :
10 p., application/pdf, English
Publication Type :
Electronic Resource
Accession number :
edsoai.on1348510561
Document Type :
Electronic Resource