Introducing Gamification to Improve the Evaluation Process of Programing Courses at the Salesian Polytechnic University (Guayaquil, Ecuador)

Joe Llerena-Izquierdo, Jamileth Idrovo-Llaguno

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Scopus citations

Abstract

Promoting student learning, especially the learning of first year students, is a continuous challenge for university authorities due to the large gap between secondary school preparedness and university requirements. The established programmatic content and evaluation processes of each subject are part of the analytical planning that teachers must conduct each semester to restructure and reformulate courses based on course pass rates. The academic evaluation identifies which activities have significantly enhanced or improved student learning and specifically have helped them achieve the expected group and individual learning objectives. In the university’s programming courses, the incorporation of games through technological platforms using mobile devices strengthens the teaching-learning process by reinforcing knowledge. In an enthusiastic and fun way participation in the platform helps strengthen previous knowledge, improves student communication, encourages socialization among peers and allows for the collective identification of solutions to problems related to class material. Kahoot is a digital, web-based education and gamification tool that can be used to implement this new complementary tool for learning and assessment in the classroom. This study uses gamification as an educational resource and incorporates it into the curriculum of the first year Programming course (2019 curriculum adjustment), improving the learning and assessment activates as well as the teaching – learning process as measured by specific goals defined in the course’s analytical plan.

Original languageEnglish
Title of host publicationSystems and Information Sciences - Proceedings of ICCIS 2020
EditorsMiguel Botto-Tobar, Willian Zamora, Johnny Larrea Plúa, José Bazurto Roldan, Alex Santamaría Philco
PublisherSpringer Science and Business Media Deutschland GmbH
Pages402-412
Number of pages11
ISBN (Print)9783030591939
DOIs
StatePublished - 2021
Event1st International Conference on Systems and Information Sciences, ICCIS 2020 - Manta, Ecuador
Duration: 27 Jul 202029 Jul 2020

Publication series

NameAdvances in Intelligent Systems and Computing
Volume1273 AISC
ISSN (Print)2194-5357
ISSN (Electronic)2194-5365

Conference

Conference1st International Conference on Systems and Information Sciences, ICCIS 2020
Country/TerritoryEcuador
CityManta
Period27/07/2029/07/20

Bibliographical note

Funding Information:
We thank the Salesian Polytechnic University (Guayaquil, Ecuador) for allowing us to carry out this research in the first-year programing courses of different Majors, the team of teachers in the Programming faculty for participating in the study, the first year students of the 55 university cycle for their enthusiastic participation, and finally the innovation in education group GIETICEA-GIEACI (https://gieaci.blog.ups.edu.ec/) for their support in the methodological process of this research.

Publisher Copyright:
© 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.

Keywords

  • Gamification
  • Participatory attitude
  • Technology enhanced learning

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