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.
Authors
- Ignacio González Prieto
- Alicia Claros Colome
- Juan Carrillo Ríos
- Mario Javier Durán Martínez
- Angel González Prieto
- Juan José Aciego Gallardo
Publication Details
- Journal
- Archivo Digital UPM (Universidad Politécnica de Madrid)
- Published
- 2024-12-25
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00