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Jump to the Next Level: A Four-Year Gamification Experiment in Information Technology Engineering

dc.contributor.authorCuevas-Martínez, Juan Carlos
dc.contributor.authorYuste-Delgado, Antonio Jesús
dc.contributor.authorPérez-Lorenzo, José Manuel
dc.contributor.authorTriviño-Cabrera, Alicia
dc.date.accessioned2025-01-27T18:08:35Z
dc.date.available2025-01-27T18:08:35Z
dc.date.issued2019-08-02
dc.description.abstractHigher education in Spain has to deal with constant troubles and uncertainties due to the economic crisis, high rates of unemployment in young people, lack for study habits in secondary school and legal fluctuations. This uncertain environment does not foster student effort and it is behind the important rates of abandon in higher education. The Bologna Process was thought to create a new paradigm in higher education in the European Union. However, the changes came from the top (governments) to the bottom (lectures and students) so they were not properly supported by specialized training oriented to lecturers. It did not include the appropriate changes in lower education stages (secondary education) to prepare student when facing University. Therefore, in the past decade several new teaching methodologies have appeared to deal with student demotivation and to fight against dropouts. Those methodologies try to keep the students engaged during the whole course paying more attention to their learning process, attitudes, motivations and expectations. Consequently, in this paper, we present a four year experiment whose main objective is to keep students engaged during the whole year and to foster their motivation in order to increase their learning outcomes. The experiment is based on the application of gamification to the assessment process emulating a traditional platform video-game, like Super Mario. The results show that this experiment was positive for most students who achieved good marks and good rates of task completion.es_ES
dc.description.sponsorshipThis work was supported by the Vicerrectorado de Enseñanzas de Grado, Postgrado y Formacion Permanente, Universidad de Jaén, through the Teaching Innovation Project, under Grant PID21-201416 that belongs to the 2017 Call of the Innovation and Encouraging of Good Teaching Practices Project of the Universidad de Jaén.es_ES
dc.identifier.citationJ. C. Cuevas-Martínez, A. J. Yuste-Delgado, J. M. Perez-Lorenzo and A. Triviño-Cabrera, "Jump to the Next Level: A Four-Year Gamification Experiment in Information Technology Engineering," in IEEE Access, vol. 7, pp. 118125-118134, 2019, doi: 10.1109/ACCESS.2019.2932803es_ES
dc.identifier.issn2169-3536es_ES
dc.identifier.other10.1109/ACCESS.2019.2932803es_ES
dc.identifier.urihttps://doi.org/10.1109/ACCESS.2019.2932803es_ES
dc.identifier.urihttps://hdl.handle.net/10953/4440
dc.language.isoenges_ES
dc.publisherIEEE - Institute of Electrical and Electronics Engineerses_ES
dc.relation.ispartofIEEE Accesses_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.subjectEducationes_ES
dc.subjectEngineering educationes_ES
dc.subjectEngineering studentses_ES
dc.subjectGamificationes_ES
dc.titleJump to the Next Level: A Four-Year Gamification Experiment in Information Technology Engineeringes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.type.versioninfo:eu-repo/semantics/acceptedVersiones_ES

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