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dc.contributor.authorZorrilla Pantaleón, Marta E. es_ES
dc.contributor.authorGarcía Saiz, Diego es_ES
dc.contributor.authorVega, Alfonso de laes_ES
dc.contributor.otherUniversidad de Cantabriaes_ES
dc.date.accessioned2021-12-10T08:42:23Z
dc.date.available2022-02-03T03:45:08Z
dc.date.issued2021-02-02es_ES
dc.identifier.issn1099-0542es_ES
dc.identifier.issn1061-3773es_ES
dc.identifier.urihttp://hdl.handle.net/10902/23402
dc.description.abstractThe application of game principles to nongame contexts has proven to be a powerful pedagogical strategy in the educational area to motivate, engage, and improve learners' performance. In this study, gamification is applied to increase the time and the effort that learners spend in carrying out outside-class activities, as well as to modify a quite common study pattern of working at the last minute, that is, near exams or deadlines. Our aim was to motivate students to work weekly on the contents of the subject by carrying out practical exercises that led to a deeper knowledge acquisition, development of skills, and the achievement of the learning outcomes gathered in the subject teaching guide. We describe here the gamification strategies applied to two tertiary database courses in two consecutive academic years, following, in one case, a ranking-based strategy, that is, achieving points by performing different activities; and, in the other one, a strategy based on earning badges and experience points. Next, we analyze the student log activity data along with deadlines and exam information, to assess at what extent gamification helped fulfill our goal. Likewise, we discuss the results of an anonymous survey carried out at the end of the semester to gather the students' opinion. We can conclude that the gamification activities are well appreciated by the learners, especially those that take little time to complete and can be repeated many times to prepare their final exams.es_ES
dc.description.sponsorshipThis study has been developed within the framework of a Teaching Innovation Project funded by the University of Cantabria.es_ES
dc.format.extent18 p.es_ES
dc.language.isoenges_ES
dc.publisherJohn Wiley & Sonses_ES
dc.rights"This is the peer reviewed version of the following article: [Zorrilla Pantaleón ME,García-Saiz D, de la Vega A. Fostering study timeoutside class using gamification strategies: Anexperimental study at tertiary-level database courses.Comput Appl Eng Educ. 2021;29:1340-1357.https://doi.org/10.1002/cae.22389ZORRILLA PANTALEÓN ET AL.|1357], which has been published in final form at https://doi.org/10.1002/cae.22389. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-Archiving."es_ES
dc.sourceComputer Applications in Engineering Education. 2021;29:1340-1357es_ES
dc.titleFostering study time outside class using gamification strategies: An experimental study at tertiary-level database courseses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherVersionhttps://onlinelibrary.wiley.com/doi/10.1002/cae.22389es_ES
dc.rights.accessRightsopenAccesses_ES
dc.identifier.DOI10.1002/cae.2238es_ES
dc.type.versionacceptedVersiones_ES


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