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dc.rights.licenseAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.contributor.authorAldalur, Iñigo
dc.contributor.authorPerez Riaño, Alain
dc.date.accessioned2023-02-24T10:00:01Z
dc.date.available2023-02-24T10:00:01Z
dc.date.issued2023
dc.identifier.issn2405-8440en
dc.identifier.otherhttps://katalogoa.mondragon.edu/janium-bin/janium_login_opac.pl?find&ficha_no=171468en
dc.identifier.urihttps://hdl.handle.net/20.500.11984/5996
dc.description.abstractThe 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.en
dc.description.sponsorshipGobierno Vasco-Eusko Jaurlaritzaes
dc.language.isoengen
dc.publisherElsevieren
dc.rights© 2023 The Authorsen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectGamificationen
dc.subjectDiscovery learningen
dc.subjectWebQuesten
dc.subjectODS 4 Educación de calidades
dc.titleGamification and discovery learning: Motivating and involving students in the learning processen
dcterms.accessRightshttp://purl.org/coar/access_right/c_abf2en
dcterms.sourceHelyionen
local.contributor.groupIngeniería del software y sistemases
local.description.peerreviewedtrueen
local.identifier.doihttps://doi.org/10.1016/j.heliyon.2023.e13135en
local.relation.projectIDinfo:eu-repo/grantAgreement/GV/Ikertalde Convocatoria 2022-2023/IT1519-22/CAPV/Ingeniería de Software y Sistemas/en
local.rights.publicationfeeAPCen
local.rights.publicationfeeamount1539 EURen
local.source.detailsVol. 9. N. 1. N. artículo e13135en
oaire.format.mimetypeapplication/pdf
oaire.file$DSPACE\assetstore
oaire.resourceTypehttp://purl.org/coar/resource_type/c_6501en
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85en


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Registro sencillo

Attribution-NonCommercial-NoDerivatives 4.0 International
Excepto si se señala otra cosa, la licencia del ítem se describe como Attribution-NonCommercial-NoDerivatives 4.0 International