Labescape and breakout: gamification for photonics students
Fecha
2021Versión
Acceso abierto / Sarbide irekia
Tipo
Contribución a congreso / Biltzarrerako ekarpena
Versión
Versión publicada / Argitaratu den bertsioa
Impacto
|
10.21125/edulearn.2021.0525
Resumen
Nowadays, the idea of using game mechanisms in non-gaming environments has become of great
interest in different fields such as education or training. Not only for primary school but also in higher
formal education, game-based learning appears to be an emerging trend in wide-ranging knowledge
areas such as health, social policy, or engineering, among others. By employing this methodology, the
...
[++]
Nowadays, the idea of using game mechanisms in non-gaming environments has become of great
interest in different fields such as education or training. Not only for primary school but also in higher
formal education, game-based learning appears to be an emerging trend in wide-ranging knowledge
areas such as health, social policy, or engineering, among others. By employing this methodology, the
process of learning becomes more motivating while reaching, in some cases, a competitive level.
Game-based learning has been widely adopted in many engineering learning areas, such as for
example electronics thanks to the ready availability of low-cost electronic equipment. The authors'
extensive teaching experience in subjects related to electronics and photonics has led us to consider
its implementation in more ambitious teaching fields. For instance, and despite the broad acceptance,
its use in the field of photonics is still very scarce. The high cost of required equipment has hindered
the expansion of these strategies, taking its implementation longer than desired and being too
expensive at times.
In the present work, the authors propose a planning and design scheme for a new gamification
strategy based on an escape-room in which, all the tests to be passed will be related to the field of
optics and photonics using low-cost equipment. The main field of application of this novel teaching
strategy will be in the practical section of the subjects that is usually carried out in a laboratory and will
be aimed at both undergraduate and master's degree students. The resolution of tests in different
game sequences of the escape room is proposed, that is, linear, open, or multi-linear paths, adapting
the degree of difficulty of the tests to the level of the group of students. Additionally, a co-evaluation
method is suggested where the rest of the students will provide a valuable feedback to each one of
their colleagues. [--]
Materias
Gamification,
Game-based learning,
Technology enhanced learning,
Motivation,
Serious game
Editor
IATED
Publicado en
Gómez-Chova, L.; López-Martínez, A.; Candel-Torres, I. (Eds.): EDULEARN21 proceedings: 13th International Conference on Education and New Learning Technologies. IATED, 2021, 2381 - 2387, 978-84-09-31267-2
Departamento
Universidad Pública de Navarra. Departamento de Ingeniería Eléctrica, Electrónica y de Comunicación /
Nafarroako Unibertsitate Publikoa. Ingeniaritza Elektrikoa, Elektronikoa eta Telekomunikazio Ingeniaritza Saila /
Universidad Pública de Navarra/Nafarroako Unibertsitate Publikoa. Institute of Smart Cities - ISC
Versión del editor
Entidades Financiadoras
The financial support given by Electric, Electronic and Communication Engineering Department of
Public University of Navarre is acknowledged.