Search results for "Gamification"

showing 10 items of 63 documents

Software startup education: gamifying growth hacking

2021

Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing existing platforms in creative ways to gain more users for the service. Though topics related to growth hacking such as marketing on a general level have been extensively studied in the past, growth hacking as a practitioner-born topic has not seen much interest among the academia. To both spark interest in growth hacking, and to facilitate teaching growth hacking in the academia, we present two board games intended to serve as an engaging introduction to g…

FOS: Computer and information sciencesService (systems architecture)Knowledge managementgamifyingComputingMilieux_LEGALASPECTSOFCOMPUTINGBusiness modelstartup-yrityksetComputer Science - Computers and SocietypelillistäminenSoftwareohjelmistoalaComputers and Society (cs.CY)digitaalinen markkinointiHackercomputer.programming_languagemarkkinoinnin suunnittelueducationyrityksen perustaminenbusiness.industrysoftwarestartup gamificationComputingMilieux_PERSONALCOMPUTINGstartup educationstartupMarketing strategysoftware startupSPARK (programming language)koulutusGeneral levelmarkkinointikasvuyrityksetliiketoimintaScalabilitygrowth hackingbusinesscomputerhacking
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Gamification Based on User Types : When and Where It Is Worth Applying

2023

Students’ motivation is one of the most relevant factors when improving the quality of the learning process. In this context, gamification is a powerful tool for increasing motivation at all levels of teaching. Since gamification methodologies can be applied in many different ways, personalizing gamified activities as a function of gamification user types is a promising strategy. Knowing the user types is also an advantage to understand the nature of learners in the class. In this article, we present the findings from several pilot exercises, where we identified gamification user types among students from Spain and Finland, analyzing their prevalence as a function of age, gender, country, a…

Fluid Flow and Transfer ProcessesmotivaatioopiskelijatopiskelumotivaatioProcess Chemistry and TechnologyGeneral EngineeringComputer Science Applicationskorkeakouluopetususer typespelillistäminenhigher educationopiskeluGeneral Materials SciencegamificationInstrumentation
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Gamificación en educación superior. Una escape room para el aula de matemáticas

2020

[ES] De unos años a esta parte, el perfil de nuestros estudiantes ha cambiado de manera considerable. Esto hace que, de manera complementaria a las clases magistrales, los profesores poco a poco debamos adaptarnos a las nuevas generaciones, mucho más tecnológicas que años atrás. Una de las maneras de aumentar la motivación y la participación de los estudiantes en nuestra asignatura es el planteamiento y la realización de diferentes actividades de manera que esto nos ayude también a desarrollar materiales que se adecuen al mayor número de alumnos posible. El objetivo general del presente artículo es utilizar la gamificación como herramienta docente en el aula. En concreto, proponemos el uso …

GamificaciónInnovación educativaJuego educativoMatemáticasMathematics learningEducación superiorEnseñanza superiorTecnologías y educaciónEscape roomGamificationMathematics educationEscape game
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Gamification & Education: Una Revisión Bibliomética

2019

[ES] La Gamificación es una creciente area de investigación en la literature de Educación, debido a la necesidad y relevancia de nuevas metodologías innovadoras para enfrentar el nuevo entorno de aprendizaje. Sin embargo existe una carencia de investigación sobre la importancia y el desarrollo de la literature de Gamificación en el campo de la Educación (GE). Este artículo realiza una relevante contribución a la literature de Educación, al revisar esta literature, a través de un análisis bibliometro y gráfico de la misma. El documento presenta una descripción bibliométrica de la investigación sobre Gamificación y Educación. El trabajo estudia 635 referencias recopiladas de la Web of Science…

GamificaciónVisualizaciónBibliometricoEducacionDocumentationInnovationTeaching TechnologiesGamificationBibliometricEducationVisualizationProceedings INNODOCT/19. International Conference on Innovation, Documentation and Education
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Junkbox, a waste management educational game for preschool kids

2019

Waste management is becoming an increasingly important issue in contemporary society. The growth in consumption, the increase in urbanization and economic development have as main consequence an increase in the production of waste. Moreover, the population's bad recycling habits are becoming more and more entrenched. In this context, sustainable development has gained considerable importance and the need to teach new generations the value of protecting the environment is key and what through our research we are experimenting is the way of playing. In fact, basic but very significant behaviours can be activated through a game and they may become stable habits and then proper lifestyles. This…

Green awarenessSettore ICAR/13 - Disegno IndustrialeEducational toolGamification
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Escape room in education: a bibliometric study

2020

[EN] The impact of technologies in all areas is one of the main points that characterize the current society. In the educational context, recently, great efforts are being made to adapt the system to characteristics and needs of the students of the 21st century. Gamification in education consist on the use of structures, characteristics, dynamics and aesthetics of games for educational purposes, to increase students participation and motivation. The escape room is a gamified activity in which one or more teams must leave a place during a limited time solving a challenge whose goal is learning. This study pretends to analyze research trends through a bibliometric study of scientific producti…

Higher educationbusiness.industryTeachingmedia_common.quotation_subjectEducational systemsLibrary scienceHigher EducationBibliometricsGamificationEducation03 medical and health sciences0302 clinical medicinePromotion (rank)BibliometricsPolitical scienceLearning030212 general & internal medicineMotivationsEscape roombusiness030217 neurology & neurosurgeryBreakoutEducational systemsmedia_common6th International Conference on Higher Education Advances (HEAd'20)
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Aprender finanzas conductuales experimentando

2021

[EN] In an ever-changing economic and business environment, it is especially interesting that students learn, and experiment with their own decision-making, about behavioral finance. This experience will provide them with a better understanding of the economic agents’ behavior in different real- life situations (auctions, pricing, negotiations, investing and financing decisions). By experimenting, they acquire solid knowledge about biases, rational and irrational behaviors, and motivations that govern economic life. Controlled economic experiments in the classroom, a gamification learning methodology, allow students to better understand complex economic-financial concepts such as the herdin…

Innovación educativaBehavioral financeExperimental economicsEducación superiorEconomía experimentalHigher educationAprender jugandoTecnologías y educaciónFinanzas conductualesGamificationLibro de Actas IN-RED 2021: VII Congreso de Innovación Edicativa y Docencia en Red
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“Alimental, querido Watson” – Escape room virtual para la asignatura de Alimentación y Dietética

2021

[EN] "Alimental, querido Watson" is a digital educational escape room created for the subject "Nutrition and Dietetics" of the degree in Medicine at the University of Valencia. The objective of this activity was to maintain the students participation and adherence in the subject in spite of being teached in an on-line asynchronous way during the 2020/2021 academic year. Furthemore, we also wanted to encourage their learning by solving the different enigmas, always related to the contents of the subject. The results from this activity show that, as expected, students had a greater involvement and satisfaction with the activity, as well as a higher academic performance. Therefore, our experie…

Innovación educativaDieteticsMedicinaMethodologyAlimentaciónMetodologíaGamificationEscape RoomGamificaciónDietéticaEducación superiorMedicineEnseñanza superiorTecnologías y educaciónNutrition
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Economía en juego

2019

[EN] This article describes an innovative strategy aimed at teaching the subject “Political Economy”, in the University Degree in Political Science and Public Administration. Although the central methodology revolves mainly around “gamification”, it also requires activities as traditional as “taking notes” or “paying attention during class”. In addition, it provides the added value of demanding to expand and structure the information collected on the basis of structuring descriptors (glossary). Through a RPG –economic and political espionage at Bandung Conference– students collect, complete and organize the information offered by the teacher and return it through oral communications before …

Innovación educativaJuegos de rolDiscourse structuringInternet useEconomía PolíticaEstructuración del discursoEstudios económicosHigher EducationRPGsGamificationPolitical EconomyGamificaciónPolitical scienceEducación superiorEnseñanza superiorTecnologías y educaciónEconomic studiesPractical implicationsHumanitiesLibro de Actas IN-RED 2019: V Congreso de Innovación Edicativa y Docencia en Red
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El método del caso como herramienta de aprendizaje activo en arqueología

2021

[EN] The case study, like other methodologies that enhance the active participation of the students, greatly favours the teaching-learning process. Here we present the design, application and results of the cases implemented in two Archaeology subjects (History Degree, University of Valencia). Within the framework of a Teaching Innovation Project (METARQ), we have implemented, in six different groups, two cases related to two subjects: Archaeological Methodology (3rd year-2nd semester, three groups) and Mediterranean Archaeology (4th year-1st semester, three groups). Both the learning results and the general opinion of the students were very positive. In addition, the application of this po…

Innovación educativaMETARQCase MethodTeaching InnovationGamificationArqueologíaMétodo del casoGamificaciónArchaeologyEducación superiorBlended learningInnovación DocenteEnseñanza superiorSemipresencialidadTecnologías y educaciónLibro de Actas IN-RED 2021: VII Congreso de Innovación Edicativa y Docencia en Red
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