Lohana Lema Moreta, Antonio Cevallos Gamboa, Maria Gabriela Palacios
{"title":"Implementing a Gamified application for a Risk Management course","authors":"Lohana Lema Moreta, Antonio Cevallos Gamboa, Maria Gabriela Palacios","doi":"10.1109/ETCM.2016.7750858","DOIUrl":null,"url":null,"abstract":"Gamification is a technique that, through the use of game elements, encourages users to learn and create opportunities to explore issues that necessarily must be approached from a theoretical perspective. For example, theories related to risk management. This work implements a proposal of a Gamified Web Application to strengthen the teaching of risk management. The building of the application focuses particularly on the stages of identification, analysis and mitigation of risks in technological projects. The findings of this study shows, through the use of decision tree, why Gamification is a suitable framework for the issues raised in comparison with other game based learning techniques. In addition to the theoretical contribution, the study provides an implementation of a web application, built according to Gamification Framework 6D. The application can be used to teach risk management and for future experimentation use to prove the effectiveness of Gamification in contrast to a traditional teaching method.","PeriodicalId":6480,"journal":{"name":"2016 IEEE Ecuador Technical Chapters Meeting (ETCM)","volume":"9 1","pages":"1-6"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE Ecuador Technical Chapters Meeting (ETCM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ETCM.2016.7750858","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
Gamification is a technique that, through the use of game elements, encourages users to learn and create opportunities to explore issues that necessarily must be approached from a theoretical perspective. For example, theories related to risk management. This work implements a proposal of a Gamified Web Application to strengthen the teaching of risk management. The building of the application focuses particularly on the stages of identification, analysis and mitigation of risks in technological projects. The findings of this study shows, through the use of decision tree, why Gamification is a suitable framework for the issues raised in comparison with other game based learning techniques. In addition to the theoretical contribution, the study provides an implementation of a web application, built according to Gamification Framework 6D. The application can be used to teach risk management and for future experimentation use to prove the effectiveness of Gamification in contrast to a traditional teaching method.