Una carrera olímpica, una tienda divina y un profesor transformado en dios griegouna experiencia de gamificación.

  1. Alejandro Calderón 1
  2. Manuel Trinidad 1
  3. Mercedes Ruiz 1
  1. 1 Universidad de Cádiz
    info
    Universidad de Cádiz

    Cádiz, España

    ROR https://ror.org/04mxxkb11

    Geographic location of the organization Universidad de Cádiz
Journal:
Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI)
  1. Cruz Lemus, José Antonio (coord.)
  2. Medina Medina, Nuria (coord.)
  3. Rodríguez Fortiz, María José (coord.)

ISSN: 2531-0607

Year of publication: 2023

Issue Title: Actas de las XXIX Jornadas sobre la Enseñanza Universitaria de la Informática. Granada, del 5 al 7 de julio de 2023

Issue: 8

Pages: 359-366

Type: Article

More publications in: Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI)

Abstract

The need to make visible the importance that computational thinking and programming training have in the industrial field, makes teachers incorporate new learning approaches to increase motivation, interest, and participation of students in the learning process. In this context, gamification and serious games are approaches that allow innovation in the teaching-learning process, while promoting a more dynamic and active training focused on the students. Considering the advantages that the use of gamification brings to training, this paper describes GoRace, a narrative-based suite of web applications for gamifying, and an example of its use to design and develop a gamification experience in the context of the subject “Fundamentos de Informática” to motivate, involve and help students in the teachinglearning process. The educational effectiveness of the experience with GoRace in terms of user experience and perception of learning has been favorably evaluated by the participants, achieving not only a positive impact on the development of the subject, but also an enriching transformation of the teacher's role.

Bibliographic References

  • [1] Richard Bartle. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, pp. 19, 1996.
  • [2] Alejandro Calderón, Giani Petri, Mercedes Ruiz y Christiane G. von Wangenheim. Juegos serios para formar en los conceptos del lenguaje C: una experiencia en Fundamentos de Informática. En Actas de las XXV Jornadas de Enseñanza Universitaria de Informática, Jenui 2019, pp. 199-206, Murcia, julio 2019.
  • [3] Darina Dicheva, Christo Dichev, Gennady Agre y Galia Angelova. Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18, pp. 75- 88, 2015.
  • [4] Mark Featherstone y Jacob Habgood. UniCraft: Exploring the impact of asynchronous multiplayer game elements. International Journal of Human-Computer Studies in gamification, 127, pp. 150-168, 2019.
  • [5] Jaroslaw Grobelny, Joanna Smierzchalska y Krzysztof Czapkowski. Narrative Gamification as a Method of Increasing Sales Performance: A Field Experimental Study. International Journal of Academic Research in Business and Social Sciences, 8, pp. 430-447, 2018.
  • [6] Jonna Koivisto y Juho Hamari. The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, pp. 191-210, 2019.
  • [7] Beatriz Marín, Jonathan Frez, José Antonio Cruz-Lemus y Marcela F. Genero. An empirical investigation on the benefits of gamification in programming courses. ACM Transactions on Computing Education, 19, pp. 1-22, 2018.
  • [8] Paula T. Palomino, Armando M. Toda, Wilk Oliveira, Alexandra I. Cristea y Seiji Isotani. Narrative for gamification in education: why should you care? En Proceedings of the IEEE 19th International Conference on Advanced Learning Technologies, pp. 97-99, 2019.
  • [9] Juneyoung Park, De Liu, Mun Y. Yi y Radhika Santhanam. GAMESIT: A gamified system for information technology training. Computers & Education, 142, 103643, 2019.
  • [10] Giani Petri, Christiane Gresse von Wangenheim y Adriano F. Borgatto. MEEGA+, Systematic Model to Evaluate Educational Games. En Newton Lee (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham, 2018.
  • [11] Alma María Pisabarro Marrón y Carlos Enrique Vivaracho Pascual. Gamificación en el aula: gincana de programación. En Actas de las XXIII Jornadas de Enseñanza Universitaria de Informática, JENUI 2017, vol. 2, pp. 39-46, 2017.
  • [12] Joan-Tomás Pujolà y M. Vicenta González Argüello. Stories or Scenarios: Implementing Narratives in Gamified Language Teaching. En Proceedings of the 3rd International Symposium on Gamification and Games for Learning, 2019.
  • [13] Amon Rapp. A Qualitative Investigation of Gamification: Motivational Factors in Online Gamified Services and Applications. International Journal of Technology and Human Interaction, 11, pp. 67-82, 2015.
  • [14] Eric Sanchez, Shawn Young y Caroline Jouneau-Sion. Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies, 22, pp. 497-513, 2017.
  • [15] Manuel Trinidad, Alejandro Calderón y Mercedes Ruiz. GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges. IEEE Access, pp. 65882-65905, 2021.
  • [16] Kevin Werbach y Dan Hunter, D. For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact. University of Pennsylvania Press, 2020.