Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts 2019
DOI: 10.1145/3341215.3356305
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Conceptual Learning of Electric and Electronic Circuits With Gamification

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Cited by 6 publications
(3 citation statements)
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“…Researchers have determined that difficult concepts and overwhelming workloads cause a loss of motivation and a decrease in the level of engagement in engineering students (Marasco et al, 2016; Ruipérez-Valiente et al, 2017). To solve these problems, the studies conducted in the abovementioned fields suggested the use of gamification in the learning environment, curriculum (e.g., Uskov & Sekar, 2014), and course (e.g., Díaz-Ramírez, 2020; Ntokos, 2019; Pastushenko et al, 2019; Söbke, 2019) or course activities, such as laboratory work, discussions, homework, and projects (e.g., Hammerschall, 2019; Kim et al, 2016, 2018; Lambruschini & Pizarro, 2015; Leung & Pluskwik, 2018; Marasco, et al, 2016). These studies revealed that there was an increase in self-efficacy, motivation, engagement, and learning for engineering students when the instruction was gamified.…”
Section: Resultsmentioning
confidence: 99%
“…Researchers have determined that difficult concepts and overwhelming workloads cause a loss of motivation and a decrease in the level of engagement in engineering students (Marasco et al, 2016; Ruipérez-Valiente et al, 2017). To solve these problems, the studies conducted in the abovementioned fields suggested the use of gamification in the learning environment, curriculum (e.g., Uskov & Sekar, 2014), and course (e.g., Díaz-Ramírez, 2020; Ntokos, 2019; Pastushenko et al, 2019; Söbke, 2019) or course activities, such as laboratory work, discussions, homework, and projects (e.g., Hammerschall, 2019; Kim et al, 2016, 2018; Lambruschini & Pizarro, 2015; Leung & Pluskwik, 2018; Marasco, et al, 2016). These studies revealed that there was an increase in self-efficacy, motivation, engagement, and learning for engineering students when the instruction was gamified.…”
Section: Resultsmentioning
confidence: 99%
“…Focusing on gamification, an adaptable gamification platform has been developed in Python, by researchers from Winston Salem State University, USA. The tool enables instructors to create their own problems and game features, and it has been used in electric circuit teaching [25]. Concerning software tools, in a recent study at the Technical University of Košice (Slovak Republic), the use of Excel has been proposed as an alternative to other, more specific but also more expensive, software for the modeling of resonant circuits [12].…”
Section: Trends In Linear Circuit Analysis Teachingmentioning
confidence: 99%
“…[26] For instance, Pastushenko et al developed a tool for the conceptual learning of electric and electronic circuits. In this case, the student has to modify some values on the proposed circuits in order to obtain the correct voltage across the given components and let the game character "surf" to the next circuit [27]. The research proposed by Coull et al makes use of Gamification for developing an application capable of simulate cybercrimes and provide training to police officers.…”
Section: Gamificationmentioning
confidence: 99%