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dc.creatorPérez Herrera, Rosa Anaes_ES
dc.creatorTainta Ausejo, Santiagoes_ES
dc.creatorElosúa Aguado, Césares_ES
dc.date.accessioned2022-08-09T11:38:09Z
dc.date.available2022-08-09T11:38:09Z
dc.date.issued2021
dc.identifier.citationPérez-Herrera, R. A.; Tainta, S.; Elosúa, C. (2021). Gamification for photonics students: labescape. Optics. 2,(4), pp. 228-235en
dc.identifier.issn2673-3269
dc.identifier.urihttps://hdl.handle.net/2454/43735
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.language.isoengen
dc.publisherMDPIen
dc.relation.ispartofOptics, 2021, 2 (4), pp. 228-235en
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.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.typeArtículo / Artikuluaes
dc.typeinfo:eu-repo/semantics/articleen
dc.date.updated2022-08-09T10:59:50Z
dc.contributor.departmentIngeniería Eléctrica, Electrónica y de Comunicaciónes_ES
dc.contributor.departmentIngeniaritza Elektrikoa, Elektronikoa eta Telekomunikazio Ingeniaritzaeu
dc.contributor.departmentInstitute of Smart Cities - ISCes_ES
dc.rights.accessRightsAcceso abierto / Sarbide irekiaes
dc.rights.accessRightsinfo:eu-repo/semantics/openAccessen
dc.identifier.doi10.3390/opt2040021
dc.relation.publisherversionhttps://doi.org/10.3390/opt2040021
dc.type.versionVersión publicada / Argitaratu den bertsioaes
dc.type.versioninfo:eu-repo/semantics/publishedVersionen
dc.contributor.funderUniversidad Pública de Navarra / Nafarroako Unibertsitate Publikoaes


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© 2022 by the authors. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license
La licencia del ítem se describe como © 2022 by the authors. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license

El Repositorio ha recibido la ayuda de la Fundación Española para la Ciencia y la Tecnología para la realización de actividades en el ámbito del fomento de la investigación científica de excelencia, en la Línea 2. Repositorios institucionales (convocatoria 2020-2021).
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