A gamified physics class for engineering courses: Electrical potential

Detalhes bibliográficos
Autor(a) principal: Zacharias, C. R. [UNESP]
Data de Publicação: 2020
Tipo de documento: Artigo de conferência
Idioma: eng
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://hdl.handle.net/11449/206433
Resumo: Gamification can be defined as the use of game design elements, in a non-game context. This work reports the gamification of an Experimental Physics class, dealing with the concepts of Electric Potential and Electric Field, offered to Engineering students. The narrative was based on the strategy to get out of a bumped car, on the verge of fire and electrified due to a fall of a high voltage cable. We have adopted a Flipped Classroom approach to introduce theoretical contents through videos, verified by quizzes. All activities were scored and after successfully completed, gave access to the technical content of the experiment. The equipment description, electric circuits, gathering and data analysis were made available in videos. The solution to the initial problem was simulated in the laboratory and theoretically justified. The students reported great engagement and interest concerning the class. More than acquiring technical knowledge and simulating a real situation, they were proofed in situations that required decision and assertiveness to solve unexpected problems. Gamification showed to be a suitable methodology capable of engaging students, giving them more than just technical information, but also the opportunity to develop soft skills.
id UNSP_a0a346ca916f0e10d199bb2f0edd07ff
oai_identifier_str oai:repositorio.unesp.br:11449/206433
network_acronym_str UNSP
network_name_str Repositório Institucional da UNESP
repository_id_str 2946
spelling A gamified physics class for engineering courses: Electrical potentialFlipped classroomGamificationLearning active methodologiesPhysicsGamification can be defined as the use of game design elements, in a non-game context. This work reports the gamification of an Experimental Physics class, dealing with the concepts of Electric Potential and Electric Field, offered to Engineering students. The narrative was based on the strategy to get out of a bumped car, on the verge of fire and electrified due to a fall of a high voltage cable. We have adopted a Flipped Classroom approach to introduce theoretical contents through videos, verified by quizzes. All activities were scored and after successfully completed, gave access to the technical content of the experiment. The equipment description, electric circuits, gathering and data analysis were made available in videos. The solution to the initial problem was simulated in the laboratory and theoretically justified. The students reported great engagement and interest concerning the class. More than acquiring technical knowledge and simulating a real situation, they were proofed in situations that required decision and assertiveness to solve unexpected problems. Gamification showed to be a suitable methodology capable of engaging students, giving them more than just technical information, but also the opportunity to develop soft skills.São Paulo State University UNESPSão Paulo State University UNESPUniversidade Estadual Paulista (Unesp)Zacharias, C. R. [UNESP]2021-06-25T10:31:58Z2021-06-25T10:31:58Z2020-01-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/conferenceObject543-551SEFI 48th Annual Conference Engaging Engineering Education, Proceedings, p. 543-551.http://hdl.handle.net/11449/2064332-s2.0-85107211131Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengSEFI 48th Annual Conference Engaging Engineering Education, Proceedingsinfo:eu-repo/semantics/openAccess2021-10-23T04:34:44Zoai:repositorio.unesp.br:11449/206433Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestrepositoriounesp@unesp.bropendoar:29462021-10-23T04:34:44Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv A gamified physics class for engineering courses: Electrical potential
title A gamified physics class for engineering courses: Electrical potential
spellingShingle A gamified physics class for engineering courses: Electrical potential
Zacharias, C. R. [UNESP]
Flipped classroom
Gamification
Learning active methodologies
Physics
title_short A gamified physics class for engineering courses: Electrical potential
title_full A gamified physics class for engineering courses: Electrical potential
title_fullStr A gamified physics class for engineering courses: Electrical potential
title_full_unstemmed A gamified physics class for engineering courses: Electrical potential
title_sort A gamified physics class for engineering courses: Electrical potential
author Zacharias, C. R. [UNESP]
author_facet Zacharias, C. R. [UNESP]
author_role author
dc.contributor.none.fl_str_mv Universidade Estadual Paulista (Unesp)
dc.contributor.author.fl_str_mv Zacharias, C. R. [UNESP]
dc.subject.por.fl_str_mv Flipped classroom
Gamification
Learning active methodologies
Physics
topic Flipped classroom
Gamification
Learning active methodologies
Physics
description Gamification can be defined as the use of game design elements, in a non-game context. This work reports the gamification of an Experimental Physics class, dealing with the concepts of Electric Potential and Electric Field, offered to Engineering students. The narrative was based on the strategy to get out of a bumped car, on the verge of fire and electrified due to a fall of a high voltage cable. We have adopted a Flipped Classroom approach to introduce theoretical contents through videos, verified by quizzes. All activities were scored and after successfully completed, gave access to the technical content of the experiment. The equipment description, electric circuits, gathering and data analysis were made available in videos. The solution to the initial problem was simulated in the laboratory and theoretically justified. The students reported great engagement and interest concerning the class. More than acquiring technical knowledge and simulating a real situation, they were proofed in situations that required decision and assertiveness to solve unexpected problems. Gamification showed to be a suitable methodology capable of engaging students, giving them more than just technical information, but also the opportunity to develop soft skills.
publishDate 2020
dc.date.none.fl_str_mv 2020-01-01
2021-06-25T10:31:58Z
2021-06-25T10:31:58Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/conferenceObject
format conferenceObject
status_str publishedVersion
dc.identifier.uri.fl_str_mv SEFI 48th Annual Conference Engaging Engineering Education, Proceedings, p. 543-551.
http://hdl.handle.net/11449/206433
2-s2.0-85107211131
identifier_str_mv SEFI 48th Annual Conference Engaging Engineering Education, Proceedings, p. 543-551.
2-s2.0-85107211131
url http://hdl.handle.net/11449/206433
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv SEFI 48th Annual Conference Engaging Engineering Education, Proceedings
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv 543-551
dc.source.none.fl_str_mv Scopus
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
repository.mail.fl_str_mv repositoriounesp@unesp.br
_version_ 1851767467941036032