Strengthening Motivation in the Mathematical Engineering Teaching Processes – A Proposal from Gamification and Game-Based Learning
DOI:
https://doi.org/10.3991/ijet.v16i06.16163Keywords:
Collaboration, Game-based learning, gamification, learning strategies, motivationAbstract
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.
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Published
2021-03-30
How to Cite
Zabala-Vargas, S. A., García-Mora, L. H., Arciniegas-Hernandez, E., Reina-Medrano, J. I., de Benito-Crosetti, B., & Darder-Mésquida, A. (2021). Strengthening Motivation in the Mathematical Engineering Teaching Processes – A Proposal from Gamification and Game-Based Learning. International Journal of Emerging Technologies in Learning (iJET), 16(06), pp. 4–19. https://doi.org/10.3991/ijet.v16i06.16163
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