Influencia de procesos de ludificación en entornos de aprendizaje STEM para alumnos de Educación Superior
- Luis Fernando Calvo 1
- Raúl Herrero Martínez 2
- Sergio Paniagua Bermejo 1
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1
Universidad de León
info
- 2 Conservatorio Profesional de Música de León
ISSN: 2145-7778, 2145-4426
Année de publication: 2020
Volumen: 12
Número: 22
Pages: 35-68
Type: Article
D'autres publications dans: Trilogía: Ciencia Tecnología Sociedad
Résumé
Science, technology and engineering students, within the scope of the European Higher Education Area, often approach their subjects as chunks of knowledge due to the very construction of the teaching plans and the interdepartmental structure of the universities, that is, without deepening the interrelationship between these chunks and the future working reality that the student will have to live. During this research, a board game was designed, within the framework of STEAM education (Science, Technology, Engineering, Arts and Mathematics), in order to establish the dynamics of playful activities to generate a gamified learning environment. Through a planned, organized, directed and systematic research process, the effect of the use of the board game on the academic grades of engineering students was assessed, based on the hypothesis that the use of this game allows the acquisition not only of knowledge, but also of the ability to integrate the knowledge of subjects directly linked to the STEAM environment. The analysis of the results verified the initial hypothesis of this research, confirming the positive effect that the use of gamified elements has in STEAM environments.
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