Gamification and game-based learning (GBL) has been widely implemented in educational processes, mainly in elementary education; it has been applied less frequently in university education. The objective was to test the effect of game-mediated teaching strategies on mathematics teaching in first-year engineering students. A quantitative study was done within the framework of a design-based research. Eighty-one (81) students participated in the research, all from the Dif-ferential Calculus course. Twelve (12) didactic units were designed. The instru-ment used was the Synthesized Instructional Materials Motivation Survey (SIMMS), adapted to record the categories of Attention, Relevance, Confidence and Satisfaction (Keller's motivational model). A significant contribution of the pedagogical strategy and the different categories of motivation was verified, whereas the significance between collaboration and motivation was also evident (intervention 2). Finally, the strategy can provide preliminary evidences in reduc-ing dropout. In conclusion, game-based learning can be used to strengthen educa-tional processes in engineering.
Social media has been broadly used in the context of higher education for educational purposes due to students’ familiarity with this type of communication. As one of the most interesting cases, Twitter has often been used in teacher education for many purposes. One of the most unexplored themes is using Twitter for reflexive aims, in which discussions featuring ambiguous and contradictory results about whether the characteristics of such a short format can promote reflexive writing. This study is aimed at contributing to this research gap and explores the possibilities of using Twitter for reflective aims in teacher education, considering the reflective level of students’ tweets and students’ perceptions after engaging on Twitter. For the evaluation of this reflection, a content analysis of tweets texts and emojis has been carried out by coding their content and developing an instrument to assess their reflective level. Additionally, perceptions of students have been collected through an online survey. This study is embedded in a design-based research process that is already in its fourth cycle. Findings show that most tweets are descriptive or analytical, and that tweets are mainly text-based. Furthermore, the data show that low-level reflective tweets may include emojis, which are mainly positive and located at the end of a tweet. The conclusions suggest that Twitter could be more useful when reflections are made during learning rather than on learning.
The development of mathematical skills for future engineers is essential. Game-based learning (GBL) and gamification have been widely used in elementary education, but less applied in higher education. The objective of this article was to evaluate the effect of didactic strategies mediated by games in the teaching of mathematics in first-year engineering students. A qualitative study was carried out. Five (5) teaching units were designed. Seven (7) focus groups were developed with 81 participants from the differential calculus course. The keyword in context−KWIC technique was used for the focus group analysis. The categories attention, relevance, confidence, and satisfaction (Keller's motivational model) were evaluated. An important contribution of the pedagogical strategy to student motivation, teamwork, commitment, and argumentation was verified. In conclusion, game-based learning makes it possible to strengthen the motivation of students in the educational processes of mathematics in engineering.
Nuestra idea es que los mapas conceptuales pueden utilizarse como organizadores de la secuencia del aprendizaje en forma de lo que denominamos itinerarios de aprendizaje (Salinas, de Benito y Darder, 2011). En este estudio, se diseñó y validó por un grupo de expertos, un itinerario de aprendizaje basado en mapas conceptuales para el estudio de un módulo de contenidos de la asignatura Tecnología Educativa II, para presentarlo posteriormente a dos grupos de alumnos con el fin de obtener resultados sobre su implementación, metodología, la organización acorde con los postulados del aprendizaje significativo, los cambios que puede provocar dicha organización, la flexibilidad que ofrecen al proceso de aprendizaje y el logro de las competencias propuestas.Learning path by using concept maps as a resource for knowledge representationAbstract Our idea is that concept maps can be used as organizers of the sequence of learning in the form of what we call learning paths. In this study, a learning path based on concept maps was designed and validated by an expert group, to study a module of the course content Educational Technology II. This route was presented to two groups of students to get results on: 1) Their implementation and the methodology. 2) The organization consistent with the principles of meaningful learning. 3) Changes that the organization can prompt. 4) The available to flexibility the learning process. 5) The achievement of the competencies proposed.
El enfoque educativo basado en diseño (co-diseño), puede representar un modelo para la formación inicial y permanente del profesorado. En este artículo se presenta una experiencia que pretende, por una parte, ofrecer a los estudiantes del Grado de Educación Primaria propuestas formativas situadas y de calidad a través del co-diseño didáctico –con maestros del centro y docentes universitarios– y su implementación y, por otra, promover en la escuela experiencias educativas transformadoras. Se ha realizado un estudio de la satisfacción de los agentes implicados en el proyecto, mediante análisis de contenido de la información recogida a través de diferentes técnicas (cuestionario, relato y observación). En la experiencia participaron 2 maestras, 7 estudiantes del Grado de Educación Primaria, 3 profesoras de dichos estudios y 23 estudiantes de 5º de primaria. Los resultados muestran un alto grado de satisfacción en todas las dimensiones del estudio: implicación en el proceso, utilidad y proyección de los aprendizajes. Se concluye que el enfoque y metodología didáctica han reportado aprendizajes profundos y alta motivación en los futuros docentes y han supuesto elementos de reflexión e impulso a la práctica educativa transformadora.
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