Gamification for photonics students: labescape

dc.contributor.authorPérez Herrera, Rosa Ana
dc.contributor.authorTainta Ausejo, Santiago
dc.contributor.authorElosúa Aguado, César
dc.contributor.departmentIngeniaritza Elektrikoa, Elektronikoaren eta Telekomunikazio Ingeniaritzareneu
dc.contributor.departmentInstitute of Smart Cities - ISCen
dc.contributor.departmentIngeniería Eléctrica, Electrónica y de Comunicaciónes_ES
dc.contributor.funderUniversidad Pública de Navarra / Nafarroako Unibertsitate Publikoaes
dc.date.accessioned2022-08-09T11:38:09Z
dc.date.available2022-08-09T11:38:09Z
dc.date.issued2021
dc.date.updated2022-08-09T10:59:50Z
dc.description.abstractThe idea of utilizing game elements in non-gaming situations has sparked a lot of attention in recent years, especially in topics such as education and training. Game-based techniques appear to be an increasing trend in a wide range of learning areas, including health, social policy, and engineering, among others, not only in primary school but also in higher formal education. Using this methodology, the learning process becomes more stimulating while also reaching a competitive level in some circumstances. In the present work, the authors propose a new gamification strategy based on an escape-room in which all the puzzles to be passed are related to the area of optics and photonics and use readily available or low-cost equipment. The major field of application of this novel teaching strategy will be the practical section of a course, that is usually carried out in a laboratory, and will be aimed at both undergraduate and master's degree students. A coevaluation method is also proposed where the rest of the students will provide valuable feedback to each one of their colleagues and to the instructor.en
dc.description.sponsorshipThis research was funded by the Electric, Electronic and Communications Engineering Department of Public University of Navarre.en
dc.format.mimetypeapplication/pdfen
dc.identifier.citationPérez-Herrera, R. A.; Tainta, S.; Elosúa, C. (2021). Gamification for photonics students: labescape. Optics. 2,(4), pp. 228-235en
dc.identifier.doi10.3390/opt2040021
dc.identifier.issn2673-3269
dc.identifier.urihttps://academica-e.unavarra.es/handle/2454/43735
dc.language.isoengen
dc.publisherMDPIen
dc.relation.ispartofOptics, 2021, 2 (4), pp. 228-235en
dc.relation.publisherversionhttps://doi.org/10.3390/opt2040021
dc.rights© 2022 by the authors. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) licenseen
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectGamificationen
dc.subjectGame-based learningen
dc.subjectTechnology enhanced learningen
dc.subjectSerious gameen
dc.subjectMotivationen
dc.titleGamification for photonics students: labescapeen
dc.typeinfo:eu-repo/semantics/article
dc.type.versioninfo:eu-repo/semantics/publishedVersion
dspace.entity.typePublication
relation.isAuthorOfPublicationa79291e5-5f2e-4f57-89d3-aceda724e949
relation.isAuthorOfPublication27342d6e-7532-4e8a-8d99-0c0ab4445f87
relation.isAuthorOfPublication15c04d09-51b2-4cb6-841f-c775768039f7
relation.isAuthorOfPublication.latestForDiscoverya79291e5-5f2e-4f57-89d3-aceda724e949

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