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dc.contributor.author | Flores, Nuno H. | es_ES |
dc.contributor.author | Pinto, Rui | es_ES |
dc.date.accessioned | 2024-02-14T08:04:06Z | |
dc.date.available | 2024-02-14T08:04:06Z | |
dc.date.issued | 2023-06-16 | |
dc.identifier.isbn | 9788413960852 | |
dc.identifier.uri | http://hdl.handle.net/10251/202626 | |
dc.description.abstract | [EN] Motivation and engagement play a crucial role in student success in a course. Students may lose interest or underestimate courses that tackle non-core learning outcomes to their specific curriculum or program. Gamification, using game elements (e.g., rewards, challenges) in non-game contexts, is one way to motivate and engage students. Some educational courses use project-based learning, where students tackle problems, overcome obstacles, and gain knowledge. Quest-based games are designed as systems of challenges that players must complete to advance and win the game. They were linked with education by applying specific game mechanics to a computing course unit. This paper case studies the application of a quest-based gamification approach in a mandatory software engineering course to boost engagement among higher education students. Results were collected through observational methods and surveying the students, indicating a tendency for higher grades in course years implementing gamification while maintaining satisfactory levels of motivation and engagement. | es_ES |
dc.format.extent | 8 | es_ES |
dc.language | Inglés | es_ES |
dc.publisher | Editorial Universitat Politècnica de València | es_ES |
dc.relation.ispartof | 9th International Conference on Higher Education Advances (HEAd'23) | |
dc.rights | Reconocimiento - No comercial - Compartir igual (by-nc-sa) | es_ES |
dc.subject | Gamification | es_ES |
dc.subject | Education | es_ES |
dc.subject | Quest-based games | es_ES |
dc.subject | Software Engineering | es_ES |
dc.title | Quest-based Gamification In A Software Development Lab Course: A Case Study | es_ES |
dc.type | Capítulo de libro | es_ES |
dc.type | Comunicación en congreso | es_ES |
dc.identifier.doi | 10.4995/HEAd23.2023.16110 | |
dc.rights.accessRights | Abierto | es_ES |
dc.description.bibliographicCitation | Flores, NH.; Pinto, R. (2023). Quest-based Gamification In A Software Development Lab Course: A Case Study. En 9th International Conference on Higher Education Advances (HEAd'23). Editorial Universitat Politècnica de València. 541-548. https://doi.org/10.4995/HEAd23.2023.16110 | es_ES |
dc.description.accrualMethod | OCS | es_ES |
dc.relation.conferencename | Ninth International Conference on Higher Education Advances | es_ES |
dc.relation.conferencedate | Junio 19-22, 2023 | es_ES |
dc.relation.conferenceplace | Valencia, España | es_ES |
dc.relation.publisherversion | http://ocs.editorial.upv.es/index.php/HEAD/HEAd23/paper/view/16110 | es_ES |
dc.description.upvformatpinicio | 541 | es_ES |
dc.description.upvformatpfin | 548 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.relation.pasarela | OCS\16110 | es_ES |