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Quest-based Gamification In A Software Development Lab Course: A Case Study

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Quest-based Gamification In A Software Development Lab Course: A Case Study

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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


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