Engaging a Calculus Course with Telepresence through Gamification

TitleEngaging a Calculus Course with Telepresence through Gamification
Publication TypeConference Paper
Año de publicación2020
AuthorsRincón-Flores, EG
EditorLopez-Camacho, E
Tertiary AuthorsOlmos Lopez, O
Nombre de la Conferencia2020 IEEE Global Engineering Education Conference (EDUCON)2020 IEEE Global Engineering Education Conference (EDUCON)
PublisherIEEE
Conference LocationPorto, Portugal
Resumen

The research shows the effects of Gamification applied in a Calculus course with telepresence and holographic projection. The Gamification was applied to engage irregular students in the Calculus course. It was applied with a rewards mechanic with the superpowers narrative, from which the students earned points for both, cognitive aspects, and attitudes and values. The results showed a positive acceptance by the students, an improvement in attendance and an improvement in the second evaluation, which includes activities, tasks, and an exam. 

URLhttps://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=9121928https://ieeexplore.ieee.org/document/9125163/http://xplorestaging.ieee.org/ielx7/9121928/9125085/09125163.pdf?arnumber=9125163
DOI10.1109/EDUCON45650.202010.1109/EDUCON45650.2020.9125163