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A Gamified Active-Learning Proposal for Higher-Education Heterogeneous STEM Courses

Bibliographic Data

ID22047882
AuthorsMario J Duran (0000-0002-4912-7091, Universidad de Málaga), Juan Jose Aciego (0000-0003-2308-1686, Universidad de Málaga, corresponding author), Ignacio Gonzalez-Prieto (0000-0001-5028-9402, Universidad de Málaga), Juan Carrillo-Rios (0009-0001-0247-0132, Universidad de Málaga), Angel Gonzalez-Prieto (0000-0003-0122-384X, Universidad Politécnica de Madrid), Alicia Claros-Colome (Universidad de Málaga)
Year2024
Volume15
Issue1
Pages10
Publication date2024-12-25
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci15010010
OpenAlexW4405782192
LanguageEN
Citations received4
References cited62

Both industry and academia have recently highlighted the need to provide students with 21st-century abilities that involve soft skills and flexible technical competencies. To this end, active learning (AL) helps scholars to be more autonomous, proactive, self-regulated, sociable and creative. A full AL implementation typically requires costly resources and institutional support. However, it is possible to maintain a traditional teaching structure and include low-cost AL activities that enhance the students’ performance and satisfaction. This proposal suggests a methodology where lectures become more dynamic, the practical teaching is student-centered, the lab teaching is fully open, and the learner’s progress is gamified. A full subject design is presented in a comprehensive manner aiming for satisfying courses with a heterogeneous students’ profile. All activities are carefully selected with a social constructivist approach in order to promote critical thinking, social interaction and students’ engagement. The assessment of the course design implementation is performed considering multiple aspects, such as satisfaction, performance, social relationships and self-regulation. Results confirm the adequacy of the proposal to develop technical skills, excite non-technical competences and motivate scholars with an inclusive approach

Higher education · Mathematics education · Pedagogy · Political science · Computer Science · Educational Games and Gamification · Innovative Teaching Methods · Online Learning and Analytics · Psychology · Artificial Intelligence

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Unique citing works4
Citations per year4
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 4

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