Services on Demand
Journal
Article
Indicators
- Cited by SciELO
- Access statistics
Related links
- Cited by Google
- Similars in SciELO
- Similars in Google
Share
Trilogía Ciencia Tecnología Sociedad
On-line version ISSN 2145-7778
Abstract
CALVO, Luis Fernando; MARTINEZ, Raúl Herrero and PANIAGUA BERMEJO, Sergio. Influence of Gamification Processes in STEM Learning Environments for Higher Education Students. Trilogía. Cienc. Tecnol. Soc. [online]. 2020, vol.12, n.22, pp.26-59. Epub Dec 13, 2021. ISSN 2145-7778. https://doi.org/10.22430/21457778.1604.
Science, technology and engineering students, within the scope of the European Higher Education Area, often approach their subjects as chunks of knowledge due to the very construction of the teaching plans and the interdepartmental structure of the universities, that is, without deepening the interrelationship between these chunks and the future working reality that the student will have to live. During this research, a board game was designed, within the framework of STEAM education, in order to establish the dynamics of playful activities to generate a gamified learning environment. Through a planned, organized, directed and systematic research process, the effect of the use of the board game on the academic grades of engineering students was assessed, based on the hypothesis that the use of this game allows the acquisition not only of knowledge, but also of the ability to integrate the knowledge of subjects directly linked to the STEAM environment. The analysis of the results verified the initial hypothesis of this research, confirming the positive effect that the use of gamified elements has in STEAM environments.
Keywords : Engineering education; STEM-STEAM education; higher education; board games; gamification.