|Publication Type||Conference Paper|
|Año de publicación||2020|
|Tertiary Authors||Lopez, OOlmos|
|Nombre de la Conferencia||2020 IEEE Global Engineering Education Conference (EDUCON)2020 IEEE Global Engineering Education Conference (EDUCON)|
|Conference Location||Porto, Portugal|
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.