Agile method and implementation of gamification in an engineering course
Huamani G.T.; Rodriguez L.A.; Alca C. · IEEE Global Engineering Education Conference, EDUCON (2020) · DOI: 10.1109/educon45650.2020.9125280
Resumen
The main objective of this document is to describe the students' behavior in the implementation of a gamification tool. The academic performance of students has increased significantly in the 2019-1 semester compared to the 2017-1 period; one of the factors could be the introduction of a gamification tool accessed by a smartphone in the learning process. In the investigation two groups of students were analyzed: in the first case, the results show the good connection between academic performance and gamification; in the second case, students express mixed feelings after an evaluation using Quizizz. The relevance of this research is that the questions are reused, and the elements, mechanics and dynamics of gamification are combined.
Instituciones: Universidad Nacional de Ingeniería