一个简单而有效的基于乐高模型的游戏化方法,吸引更多的学生进入发展中国家的STEM项目

Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil
{"title":"一个简单而有效的基于乐高模型的游戏化方法,吸引更多的学生进入发展中国家的STEM项目","authors":"Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil","doi":"10.1145/3498765.3498788","DOIUrl":null,"url":null,"abstract":"This paper presents a methodology based on Lego construction and applications in a context of simple games, for the development of soft competencies in sixth-semester high school students and helping them in the decision of which Engineering program is best for them. These students have declared interest in enrolling at our university, particularly at the School of Engineering and Science. Soft competencies have always been a valuable resource that employers look for in students that finish a college education. Universities around the world make many efforts to attract more students into Science, Technology, Engineering and Math (STEM) programs. This work presents a simple but effective methodology that has worked for us during visits and workshops to high schools as part of our attraction process. In this work we show how some soft competencies like creativity, teamwork, stress management and goal-oriented work are developed at a basic level within a gamification context. The results of a survey answered by two hundred students show the perception of students on how those competencies were developed, how their interest in STEM programs was confirmed and also, how their self confidence in pursuing a “hard” program was strengthened. We present this work so that other universities, particularly those in developing nations, could include this type of gamification activities in their attraction process and improve on the enrolling numbers of students in STEM programs.","PeriodicalId":273698,"journal":{"name":"Proceedings of the 13th International Conference on Education Technology and Computers","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2021-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Simple but Effective Gamification Methodology Based on Lego Type Models for the Attraction of More Students into STEM Programs in Developing Nations\",\"authors\":\"Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil\",\"doi\":\"10.1145/3498765.3498788\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a methodology based on Lego construction and applications in a context of simple games, for the development of soft competencies in sixth-semester high school students and helping them in the decision of which Engineering program is best for them. These students have declared interest in enrolling at our university, particularly at the School of Engineering and Science. Soft competencies have always been a valuable resource that employers look for in students that finish a college education. Universities around the world make many efforts to attract more students into Science, Technology, Engineering and Math (STEM) programs. This work presents a simple but effective methodology that has worked for us during visits and workshops to high schools as part of our attraction process. In this work we show how some soft competencies like creativity, teamwork, stress management and goal-oriented work are developed at a basic level within a gamification context. The results of a survey answered by two hundred students show the perception of students on how those competencies were developed, how their interest in STEM programs was confirmed and also, how their self confidence in pursuing a “hard” program was strengthened. We present this work so that other universities, particularly those in developing nations, could include this type of gamification activities in their attraction process and improve on the enrolling numbers of students in STEM programs.\",\"PeriodicalId\":273698,\"journal\":{\"name\":\"Proceedings of the 13th International Conference on Education Technology and Computers\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 13th International Conference on Education Technology and Computers\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3498765.3498788\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 13th International Conference on Education Technology and Computers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3498765.3498788","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本文提出了一种基于乐高结构的方法,并在简单游戏的背景下应用,以培养六学期高中生的软能力,并帮助他们决定哪个工程项目最适合他们。这些学生表示有兴趣进入我们大学,特别是工程与科学学院。软能力一直是雇主在大学毕业生身上寻找的宝贵资源。世界各地的大学都在努力吸引更多的学生进入科学、技术、工程和数学(STEM)专业。这项工作提出了一个简单而有效的方法,在我们参观和研讨会高中作为我们吸引过程的一部分工作。在这项工作中,我们展示了一些软能力,如创造力、团队合作、压力管理和目标导向的工作是如何在游戏化背景下在基本层面上发展起来的。一项由200名学生回答的调查结果显示,学生们对这些能力是如何培养的,他们对STEM项目的兴趣是如何得到证实的,以及他们在追求“困难”项目时如何增强自信的看法。我们提出这项工作,以便其他大学,特别是发展中国家的大学,可以在其吸引过程中包括这种类型的游戏化活动,并提高STEM项目的学生入学率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
A Simple but Effective Gamification Methodology Based on Lego Type Models for the Attraction of More Students into STEM Programs in Developing Nations
This paper presents a methodology based on Lego construction and applications in a context of simple games, for the development of soft competencies in sixth-semester high school students and helping them in the decision of which Engineering program is best for them. These students have declared interest in enrolling at our university, particularly at the School of Engineering and Science. Soft competencies have always been a valuable resource that employers look for in students that finish a college education. Universities around the world make many efforts to attract more students into Science, Technology, Engineering and Math (STEM) programs. This work presents a simple but effective methodology that has worked for us during visits and workshops to high schools as part of our attraction process. In this work we show how some soft competencies like creativity, teamwork, stress management and goal-oriented work are developed at a basic level within a gamification context. The results of a survey answered by two hundred students show the perception of students on how those competencies were developed, how their interest in STEM programs was confirmed and also, how their self confidence in pursuing a “hard” program was strengthened. We present this work so that other universities, particularly those in developing nations, could include this type of gamification activities in their attraction process and improve on the enrolling numbers of students in STEM programs.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Corpus-involved Education and Learning in European Universities Automatic Classroom Question Classification Based on Bloom's Taxonomy Effects of Anxiety on Active Class Attitude in E-Learning: Analysis by considering learning strategy and willingness to learn The Development and Practice of Children's Spelling Ability for a Foreign Language Learning Strategies Public University Students at the Time of COVID-19
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1