a gamification experience to improve engineering students' performance through motivation

Clicks: 148
ID: 171099
2017
Article Quality & Performance Metrics
Overall Quality
Not rated
Combines reader engagement with the AI quality analysis. This article has not been analysed, so there is no overall score — reader engagement is measured and shown alongside.
AI Quality Assessment
Not analyzed
Readership in this journal
Steady

Ranked #21 of 27 articles by views in archives of virology

Most read Least read

Bar heights use a square-root scale.

Mint this article as an NFT
Not yet minted

Create a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.

5 SUSD one-off · no wallet required
Abstract
The students' lack of motivation is a usual problem. The students value more the obtention of the degree than the developing of competences and skills. In order to fight this, we developed a gamification's experience based on merits and leaderboards. The merits are linked to the attainment of skills and competences that students usually do not appreciate. During the year 2016, we are carrying out a pilot involving 950 students at the Graduate of Engineering in Computer Science at the Autonomous University of Barcelona (UAB).
Reference Key
snchez-carmona2017journala Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors ;Adrián Sánchez-Carmona;Sergi Robles;Jordi Pons
Journal archives of virology
Year 2017
DOI
10.3926/jotse.246
URL
Keywords

Citations

No citations found. To add a citation, contact the admin at info@scimatic.org

No comments yet. Be the first to comment on this article.