A gamified physics class for engineering courses: Electrical potential
| Autor(a) principal: | |
|---|---|
| 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. |
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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 |
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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 |
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Scopus reponame:Repositório Institucional da UNESP instname:Universidade Estadual Paulista (UNESP) instacron:UNESP |
| instname_str |
Universidade Estadual Paulista (UNESP) |
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UNESP |
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UNESP |
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Repositório Institucional da UNESP |
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Repositório Institucional da UNESP |
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Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP) |
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repositoriounesp@unesp.br |
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1851767467941036032 |