2016 IEEE Frontiers in Education Conference (FIE) 2016
DOI: 10.1109/fie.2016.7757352
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Using gamification for engagement and learning in electrical and computer engineering classrooms

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Cited by 8 publications
(5 citation statements)
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“…The present study examines the use of gamification in various fields, including software, computer science, and electrical and electronics engineering, with the participation of students enrolled in these programs. 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, 2016Kim et al, , 2018Lambruschini & Pizarro, 2015;Leung & Pluskwik, 2018;Marasco, et al, 2016).…”
Section: Where?mentioning
confidence: 99%
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“…The present study examines the use of gamification in various fields, including software, computer science, and electrical and electronics engineering, with the participation of students enrolled in these programs. 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, 2016Kim et al, , 2018Lambruschini & Pizarro, 2015;Leung & Pluskwik, 2018;Marasco, et al, 2016).…”
Section: Where?mentioning
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, 2016Kim et al, , 2018Lambruschini & Pizarro, 2015;Leung & Pluskwik, 2018;Marasco, et al, 2016). These studies revealed that there was an increase in selfefficacy, motivation, engagement, and learning for engineering students when the instruction was gamified.…”
Section: Where?mentioning
confidence: 99%
“…A bibliographical research on the need for pedagogical innovation in HE allowed identifying some fundamental characteristics that this tool should have, as presented in Table 1. Given the identified characteristics, the game-based learning (Marasco et al, 2017)…”
Section: Brief Description Of the Developed Pedagogical Board Gamementioning
confidence: 99%
“…Um exemplo é o desenvolvimento de atividades colaborativas entre os discentes, no andamento das aulas. Marasco et al (2016) afirmaram que metodologias que usam Gamificação foram aplicadas no ensino de tecnologias do curso de engenharia. O estudo dos autores focou no aprendizado de algoritmos e ferramentas de programação.…”
Section: Introductionunclassified