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    Gamification in technology and design areas: a teaching innovation project in a fully online environment

    Autor: 
    Padilla-Zea, Natalia
    ;
    Verdú, Elena
    ;
    Baena-Gallé, Roberto
    Fecha: 
    2024
    Palabra clave: 
    gamification; engineering education; engagement; educational technology; higher education; motivation
    Revista / editorial: 
    Entertainment Computing
    Citación: 
    Natalia, P. Z., Elena, V., & Roberto, B. G. (2024). Gamification in technology and design areas: A teaching innovation project in a fully online environment. Entertainment Computing, 51, 100728.
    Tipo de Ítem: 
    Articulo Revista Indexada
    URI: 
    https://reunir.unir.net/handle/123456789/18152
    DOI: 
    10.1016/j.entcom.2024.100728
    Dirección web: 
    https://www.sciencedirect.com/science/article/abs/pii/S187595212400096X?via%3Dihub
    Resumen:
    Gallifantes and motivation’ is a teaching innovation project intended to foster students to participate in the university online campus of UNIR, a fully online university. Although students at UNIR are used to studying in an online independent way, it is well known that having a learning community and a confident-based relationship with mates enhance learning results. Intended to promote a lively interaction between students, both in the forums and in synchronous lessons, this teaching innovation project proposes gallifantes-rewarded actions during the semester in a competitive run. The 4 students with the highest numbers of gallifantes obtain 0.25, 0.5, 0.75 and 1 additional points in the final grade. In this paper, we present the different approaches followed in 3 subjects in the areas of technology and design, having a total number of 114 active students and 1164 gallifantes rewarded. The students answered a survey at the end of the process. As a conclusion, most of them supports the initiative, obtaining good results in satisfaction, motivation and engagement, while also suggesting improvement opportunities.
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