Impact of Gamification on Teaching Time Series with Machine Learning Models: A Practical Approach

This study evaluates the impact of gamification in teaching time series using machine learning in the Time Series Analysis course. Students are divided into two groups: the control group (section K), which follows a traditional method, and the treatment group (section L), which participates in gamified activities, such as simulations and competitions to solve real problems using ARIMA and LSTM models. Through performance metrics and satisfaction surveys, the study measures the effectiveness of gamification in understanding complex models and motivating students. Preliminary results suggest that the gamified group shows better performance and greater engagement in learning time series. This practical approach indicates that gamification not only improves academic performance but also encourages active participation, being an effective method for learning advanced statistical techniques. Recommendations are proposed to integrate these methods into other technical courses.

Authors

Institutions

Publication Details

Published
2024-12-10
DOI
https://doi.org/10.1109/icalter65499.2024.10819239
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Impact of Gamification on Teaching Time Series with Machine Learning Models: A Practical Approach

Rafael Caparó, Alberto Francisco Sánchez Camino, Víctor Horacio Rodriguez Baca, Bartolomé Macavilca Tello
Educational Games and Gamification
article

Impact of Gamification on Teaching Time Series with Machine Learning Models: A Practical Approach

Rafael Caparó, Alberto Francisco Sánchez Camino, Víctor Horacio Rodriguez Baca, Bartolomé Macavilca Tello
article en

Abstract

This study evaluates the impact of gamification in teaching time series using machine learning in the Time Series Analysis course. Students are divided into two groups: the control group (section K), which follows a traditional method, and the treatment group (section L), which participates in gamified activities, such as simulations and competitions to solve real problems using ARIMA and LSTM models. Through performance metrics and satisfaction surveys, the study measures the effectiveness of gamification in understanding complex models and motivating students. Preliminary results suggest that the gamified group shows better performance and greater engagement in learning time series. This practical approach indicates that gamification not only improves academic performance but also encourages active participation, being an effective method for learning advanced statistical techniques. Recommendations are proposed to integrate these methods into other technical courses.

National University of Engineering (PE)
Openalex Percentile: Top 69%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.