Pregled bibliografske jedinice broj: 1267763
DEVELOPING THE GAMIFICATION APPROACH FOR STEM LEARNING
DEVELOPING THE GAMIFICATION APPROACH FOR STEM LEARNING // INTED2023 Proceedings
Valencia, Španjolska: International Academy of Technology, Education and Development (IATED), 2023. str. 797-802 doi:10.21125/inted.2023.0255 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1267763 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
DEVELOPING THE GAMIFICATION APPROACH FOR STEM
LEARNING
Autori
Zagar, Martin ; Zilora, Stephen
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
INTED2023 Proceedings
/ - : International Academy of Technology, Education and Development (IATED), 2023, 797-802
Skup
INTED 2023
Mjesto i datum
Valencia, Španjolska, 06.03.2023. - 08.03.2023
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
STEM learning, gamification, industry project, capstone project
Sažetak
There are a lot of different approaches in STEM education but it often happens that students feel detached in front of their computers, following tasks and assignments in stepwise procedures predefined by the instructor, syllabi, or professional literature. Findings of the survey we conducted at our institute reveal that many students believe that digital platform literacy should become a priority in modern curricula, so while providing an insight into the digital skillset that is needed, we try to shape the learning process more interestingly by gamification of the learning process and work on real industry-based projects that can help students understand, adopt and pursue digital transformation when continuing with their businesses. This learning experience in engineering education based on gamification is lately, not only due to the COVID-19 crisis, shifted from traditional in-class teacher-centered to hybrid learner-centered educational processes based on real-life problems which encourage problem- and project-based learning. To meet these experiences, it is very common to include a senior capstone course in undergraduate STEM degrees. In this paper, we will demonstrate two examples of gamification in the learning process in senior capstone courses. In both approaches, students work in teams, develop a real industry-based project that includes documentation development, and project plans, and base their reasoning and decisionmaking on the inputs from the project sponsors. In both approaches, they develop an application that is vaguely defined, so they need to engineer the solution. While in the process of achieving the outcomes, they experience several realistic curve balls during the year-long project.
Izvorni jezik
Engleski
Znanstvena područja
Računarstvo