Abstract
This research presents a gamification proposal using Escape Rooms as a strategy to reinforce learning in classes covering programming in Python, for students in their first years at the Universidad Politécnica Salesiana. The participants of the study, a population of 80 students from two classes from the computer engineering major, ages 17–21, are challenged to complete four different scenarios developed with Google Forms and incorporating videos, QR codes, and questions related to the Python programing language, with the goal of completing a sentence at the end of the four Escape Rooms, that leaves a mark of teamwork. An empirical–analytical methodology was used, with a quasi-experimental quantitative approach using the survey technique, with a confidence level of 95% and a margin of error of 2%. The results showed high levels of interest, attention, and anxiety while participating in the gamification activity. It was determined that 99% of participants would recommend this methodology for use in other classes to stimulate academic reinforcement, and 78% of participants stated that they discover new knowledge while completing the activity.
Original language | English |
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Title of host publication | Communication, Smart Technologies and Innovation for Society - Proceedings of CITIS 2021 |
Editors | Álvaro Rocha, Paulo Carlos López-López, Juan Pablo Salgado-Guerrero |
Publisher | Springer Science and Business Media Deutschland GmbH |
Pages | 107-116 |
Number of pages | 10 |
ISBN (Print) | 9789811641251 |
DOIs | |
State | Published - 2022 |
Event | 7th International Conference on Science, Technology and Innovation for Society, CITIS 2021 - Virtual, Online Duration: 26 May 2021 → 28 May 2021 |
Publication series
Name | Smart Innovation, Systems and Technologies |
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Volume | 252 |
ISSN (Print) | 2190-3018 |
ISSN (Electronic) | 2190-3026 |
Conference
Conference | 7th International Conference on Science, Technology and Innovation for Society, CITIS 2021 |
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City | Virtual, Online |
Period | 26/05/21 → 28/05/21 |
Bibliographical note
Publisher Copyright:© 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
Keywords
- Educational games
- Escape Rooms
- Game-based learning
- Gamification