Gamified experimental physics classes: A promising active learning methodology for higher education
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Institucional da UNESP |
Texto Completo: | http://dx.doi.org/10.1088/1361-6404/ab215e http://hdl.handle.net/11449/190498 |
Resumo: | Gamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while keeping them engaged and pleased with the learning process. This study reports the application of a gamified class concerning electric resistors, the first of a 12-topic discipline offered to 2nd-year students in physics and engineering. Adopting a Flipped Classroom methodology and a narrative based on household power consumption, traditional contents about resistors and electricity were taught. Also, instructions about how to use an ohm-meter and how to configure an electronic spreadsheet to do basic statistics were given. In order to customize and enrich the class, some optional contents (usually in a video) were made available. The access to the experimental activities was constrained by approval in four graded quizzes. Every activity was acknowledged by virtual coins to be converted in benefits (extra time to run final examinations, permission to consult class appointments and the opportunity to re-discuss a mistake in the final examination) and points, to rank students (leaderboard). Forty-five students attended the gamified class. No control group was implemented because this study aimed to find a good design for a gamified class, not to compare traditional to active methodologies. The overall student acceptance was excellent, and they reported that gamification can be a more engaging methodology than traditional classes, further developing soft skills and academic knowledge. However, the time spent to run the gamified class must be arranged, reducing the time inside the classroom. The opportunity to perform the experiment was considered essential, and could not be substituted by videos or texts since new doubts and concerns are pointed out during the practice when the teacher is present. Gamification can be a methodology capable of engaging and being enjoyable students, giving them more than just information but also soft skills. |
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Gamified experimental physics classes: A promising active learning methodology for higher educationActive learninggamificationphysicsSTEMGamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while keeping them engaged and pleased with the learning process. This study reports the application of a gamified class concerning electric resistors, the first of a 12-topic discipline offered to 2nd-year students in physics and engineering. Adopting a Flipped Classroom methodology and a narrative based on household power consumption, traditional contents about resistors and electricity were taught. Also, instructions about how to use an ohm-meter and how to configure an electronic spreadsheet to do basic statistics were given. In order to customize and enrich the class, some optional contents (usually in a video) were made available. The access to the experimental activities was constrained by approval in four graded quizzes. Every activity was acknowledged by virtual coins to be converted in benefits (extra time to run final examinations, permission to consult class appointments and the opportunity to re-discuss a mistake in the final examination) and points, to rank students (leaderboard). Forty-five students attended the gamified class. No control group was implemented because this study aimed to find a good design for a gamified class, not to compare traditional to active methodologies. The overall student acceptance was excellent, and they reported that gamification can be a more engaging methodology than traditional classes, further developing soft skills and academic knowledge. However, the time spent to run the gamified class must be arranged, reducing the time inside the classroom. The opportunity to perform the experiment was considered essential, and could not be substituted by videos or texts since new doubts and concerns are pointed out during the practice when the teacher is present. Gamification can be a methodology capable of engaging and being enjoyable students, giving them more than just information but also soft skills.University of HeidelbergSao Paulo State University (UNESP)Sao Paulo State University (UNESP)University of HeidelbergUniversidade Estadual Paulista (Unesp)Forndran, FreerikZacharias, Carlos Renato [UNESP]2019-10-06T17:15:14Z2019-10-06T17:15:14Z2019-06-21info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://dx.doi.org/10.1088/1361-6404/ab215eEuropean Journal of Physics, v. 40, n. 4, 2019.1361-64040143-0807http://hdl.handle.net/11449/19049810.1088/1361-6404/ab215e2-s2.0-85069055132Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengEuropean Journal of Physicsinfo:eu-repo/semantics/openAccess2024-07-01T20:52:08Zoai:repositorio.unesp.br:11449/190498Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T16:48:34.612770Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false |
dc.title.none.fl_str_mv |
Gamified experimental physics classes: A promising active learning methodology for higher education |
title |
Gamified experimental physics classes: A promising active learning methodology for higher education |
spellingShingle |
Gamified experimental physics classes: A promising active learning methodology for higher education Forndran, Freerik Active learning gamification physics STEM |
title_short |
Gamified experimental physics classes: A promising active learning methodology for higher education |
title_full |
Gamified experimental physics classes: A promising active learning methodology for higher education |
title_fullStr |
Gamified experimental physics classes: A promising active learning methodology for higher education |
title_full_unstemmed |
Gamified experimental physics classes: A promising active learning methodology for higher education |
title_sort |
Gamified experimental physics classes: A promising active learning methodology for higher education |
author |
Forndran, Freerik |
author_facet |
Forndran, Freerik Zacharias, Carlos Renato [UNESP] |
author_role |
author |
author2 |
Zacharias, Carlos Renato [UNESP] |
author2_role |
author |
dc.contributor.none.fl_str_mv |
University of Heidelberg Universidade Estadual Paulista (Unesp) |
dc.contributor.author.fl_str_mv |
Forndran, Freerik Zacharias, Carlos Renato [UNESP] |
dc.subject.por.fl_str_mv |
Active learning gamification physics STEM |
topic |
Active learning gamification physics STEM |
description |
Gamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while keeping them engaged and pleased with the learning process. This study reports the application of a gamified class concerning electric resistors, the first of a 12-topic discipline offered to 2nd-year students in physics and engineering. Adopting a Flipped Classroom methodology and a narrative based on household power consumption, traditional contents about resistors and electricity were taught. Also, instructions about how to use an ohm-meter and how to configure an electronic spreadsheet to do basic statistics were given. In order to customize and enrich the class, some optional contents (usually in a video) were made available. The access to the experimental activities was constrained by approval in four graded quizzes. Every activity was acknowledged by virtual coins to be converted in benefits (extra time to run final examinations, permission to consult class appointments and the opportunity to re-discuss a mistake in the final examination) and points, to rank students (leaderboard). Forty-five students attended the gamified class. No control group was implemented because this study aimed to find a good design for a gamified class, not to compare traditional to active methodologies. The overall student acceptance was excellent, and they reported that gamification can be a more engaging methodology than traditional classes, further developing soft skills and academic knowledge. However, the time spent to run the gamified class must be arranged, reducing the time inside the classroom. The opportunity to perform the experiment was considered essential, and could not be substituted by videos or texts since new doubts and concerns are pointed out during the practice when the teacher is present. Gamification can be a methodology capable of engaging and being enjoyable students, giving them more than just information but also soft skills. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019-10-06T17:15:14Z 2019-10-06T17:15:14Z 2019-06-21 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://dx.doi.org/10.1088/1361-6404/ab215e European Journal of Physics, v. 40, n. 4, 2019. 1361-6404 0143-0807 http://hdl.handle.net/11449/190498 10.1088/1361-6404/ab215e 2-s2.0-85069055132 |
url |
http://dx.doi.org/10.1088/1361-6404/ab215e http://hdl.handle.net/11449/190498 |
identifier_str_mv |
European Journal of Physics, v. 40, n. 4, 2019. 1361-6404 0143-0807 10.1088/1361-6404/ab215e 2-s2.0-85069055132 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
European Journal of Physics |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.source.none.fl_str_mv |
Scopus reponame:Repositório Institucional da UNESP instname:Universidade Estadual Paulista (UNESP) instacron:UNESP |
instname_str |
Universidade Estadual Paulista (UNESP) |
instacron_str |
UNESP |
institution |
UNESP |
reponame_str |
Repositório Institucional da UNESP |
collection |
Repositório Institucional da UNESP |
repository.name.fl_str_mv |
Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP) |
repository.mail.fl_str_mv |
|
_version_ |
1808128705270120448 |