Aldalur Iñigo, Perez Alain
Mondragon Unibertsitatea, Loramendi 4, Mondragon, 20500, Basque Country, Spain.
Heliyon. 2023 Jan 23;9(1):e13135. doi: 10.1016/j.heliyon.2023.e13135. eCollection 2023 Jan.
The widespread use of new technologies by students has forced universities to include active methodologies in their pedagogy. This process has accelerated due to the COVID-19 pandemic, introducing innovative changes in pedagogy. This has motivated many lecturers to increase student motivation. The need to keep the students' attention during long and tedious theoretical sessions has motivated this contribution. Furthermore, the need for students to develop their Web search skills and development of individual expertise and participation in a final group process that attempts to transform newly acquired information into a more sophisticated understanding has inspired this contribution. This paper presents the results obtained from the implementation of gamification and Discovery Learning instructional model in the Software Engineering subject of the Computer Science degree in the course 2021/2022. The joint use of gamification and the Discovery Learning instructional model through Webquests has never been studied before. They help students to better acquire the knowledge taught in class. The gap in the combination use of gamification and Discovery Learning instructional model compared to previous studies using one single method show an improvement in academic results, greater motivation on the part of the students, greater creativity and ability to put what they have learned into practice.
学生对新技术的广泛使用迫使大学在其教学法中纳入积极的教学方法。由于新冠疫情,这一进程加速了,给教学法带来了创新性变革。这促使许多讲师提高学生的学习积极性。在冗长乏味的理论课程中保持学生注意力的需求推动了这项研究。此外,学生培养网络搜索技能、发展个人专业知识以及参与最终的小组过程(该过程试图将新获取的信息转化为更深入的理解)的需求也激发了这项研究。本文展示了在2021/2022学年计算机科学学位软件工程课程中实施游戏化和发现学习教学模式所取得的成果。此前从未有人研究过通过网络探究任务将游戏化和发现学习教学模式结合使用的情况。它们有助于学生更好地掌握课堂所学知识。与之前使用单一方法的研究相比,游戏化和发现学习教学模式结合使用的差距表明,学生的学业成绩有所提高,学习积极性更高,创造力更强,且能更好地将所学知识应用于实践。