Gamification in Radiocommunications: A Board Game Approach to Boost Engagement and Learning

Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in today’s hyper-digitalized society, where constant screen exposure and shortened attention spans challenge traditional learning methods. While computer-based tools and hands-on laboratories offer some pedagogical improvements, they often fall short in terms of interactivity, dynamism, adaptiveness, and student engagement. In an effort to enrich the learning experience and boost student motivation, we have created a gamified learning activity for the undergraduate course “Radiocommunications”—commonly referred to as Antennas and Propagation in other institutions— implemented in the form of a question-based board game. The activity, carried out over three academic years, is fully aligned with the course syllabus and encourages active learning, healthy competition, and collaborative problem-solving. Custom-made materials—including a game board, 270 question cards, wildcards, and incentive-based rewards—were developed specifically for this purpose. The qualitative results from a student survey, together with statistical evidence from hypothesis testing, suggest that the activity enhances conceptual understanding, helps students connect ideas across related subjects, and contributes to a more motivating and enjoyable learning experience.

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Publication Details

Journal
Education Sciences
Published
2026-05-02
DOI
https://doi.org/10.3390/educsci16050713
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Gamification in Radiocommunications: A Board Game Approach to Boost Engagement and Learning

Antonio Alex‐Amor, Ana S. Domenech
Education Sciences
Educational Games and Gamification
article

Gamification in Radiocommunications: A Board Game Approach to Boost Engagement and Learning

Antonio Alex‐Amor, Ana S. Domenech
article en

Abstract

Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in today’s hyper-digitalized society, where constant screen exposure and shortened attention spans challenge traditional learning methods. While computer-based tools and hands-on laboratories offer some pedagogical improvements, they often fall short in terms of interactivity, dynamism, adaptiveness, and student engagement. In an effort to enrich the learning experience and boost student motivation, we have created a gamified learning activity for the undergraduate course “Radiocommunications”—commonly referred to as Antennas and Propagation in other institutions— implemented in the form of a question-based board game. The activity, carried out over three academic years, is fully aligned with the course syllabus and encourages active learning, healthy competition, and collaborative problem-solving. Custom-made materials—including a game board, 270 question cards, wildcards, and incentive-based rewards—were developed specifically for this purpose. The qualitative results from a student survey, together with statistical evidence from hypothesis testing, suggest that the activity enhances conceptual understanding, helps students connect ideas across related subjects, and contributes to a more motivating and enjoyable learning experience.

Education SciencesVol. 16(5)
Universidad San Pablo CEU (ES), Universidad Autónoma de Madrid (ES)
Fundación BBVA, Ministerio de Ciencia e Innovación, Banco Bilbao Vizcaya Argentaria, Agencia Estatal de Investigación
Openalex Percentile: Top 8%
Educational Games and Gamification
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