A Gamified Active-Learning Proposal for Higher-Education Heterogeneous STEM Courses

Both industry and academia have recently highlighted the need to provide students with 21st-century abilities that involve soft skills and flexible technical competencies. To this end, active learning (AL) helps scholars to be more autonomous, proactive, self-regulated, sociable and creative. A full AL implementation typically requires costly resources and institutional support. However, it is possible to maintain a traditional teaching structure and include low-cost AL activities that enhance the students’ performance and satisfaction. This proposal suggests a methodology where lectures become more dynamic, the practical teaching is student-centered, the lab teaching is fully open, and the learner’s progress is gamified. A full subject design is presented in a comprehensive manner aiming for satisfying courses with a heterogeneous students’ profile. All activities are carefully selected with a social constructivist approach in order to promote critical thinking, social interaction and students’ engagement. The assessment of the course design implementation is performed considering multiple aspects, such as satisfaction, performance, social relationships and self-regulation. Results confirm the adequacy of the proposal to develop technical skills, excite non-technical competences and motivate scholars with an inclusive approach.

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Publication Details

Journal
Education Sciences
Published
2024-12-25
DOI
https://doi.org/10.3390/educsci15010010
Citations
10
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
7.91
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article

A Gamified Active-Learning Proposal for Higher-Education Heterogeneous STEM Courses

Ángel González-Prieto, Juan Carrillo-Ríos, Mario J. Durán, Ignacio González‐Prieto et al.
10 citations
Education Sciences
Educational Games and Gamification
7.91
article

A Gamified Active-Learning Proposal for Higher-Education Heterogeneous STEM Courses

Ángel González-Prieto, Juan Carrillo-Ríos, Mario J. Durán, Ignacio González‐Prieto, Juan José Aciego, Alicia Claros-Colome
article en
10 citations

Abstract

Both industry and academia have recently highlighted the need to provide students with 21st-century abilities that involve soft skills and flexible technical competencies. To this end, active learning (AL) helps scholars to be more autonomous, proactive, self-regulated, sociable and creative. A full AL implementation typically requires costly resources and institutional support. However, it is possible to maintain a traditional teaching structure and include low-cost AL activities that enhance the students’ performance and satisfaction. This proposal suggests a methodology where lectures become more dynamic, the practical teaching is student-centered, the lab teaching is fully open, and the learner’s progress is gamified. A full subject design is presented in a comprehensive manner aiming for satisfying courses with a heterogeneous students’ profile. All activities are carefully selected with a social constructivist approach in order to promote critical thinking, social interaction and students’ engagement. The assessment of the course design implementation is performed considering multiple aspects, such as satisfaction, performance, social relationships and self-regulation. Results confirm the adequacy of the proposal to develop technical skills, excite non-technical competences and motivate scholars with an inclusive approach.

Education SciencesVol. 15(1)
Universidad de Málaga (ES), Universidad Politécnica de Madrid (ES)
Openalex Percentile: Top 2%
Educational Games and Gamification
7.91
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