Gamification through serious game: another way for learning

Authors

  • Juan Manuel Santacruz Valcarcel Universidad Nacional Abierta y a Distancia UNAD
  • Verónica De la Hoz Vargas Universidad del Atlántico

DOI:

https://doi.org/10.15648/cedotic.2.2023.3639

Keywords:

Serious game, gamification, learning, dimensional analysis, problem solving

Abstract

This article is derived from the research titled "Development of a serious game as a strategy for strengthening competencies in dimensional analysis of students in the basic sciences area." The methodology was framed under the hermeneutic-interpretive paradigm, qualitative approach, and the population was made up of fifteen (15) teachers and three hundred and eighty-eight (388) first-semester students who were taking physics, chemistry, mathematics, and biology courses from four (4) Colombian universities and one (1) Argentine university. The techniques used were questionnaires and semi-structured interviews supported by focus groups. The results showed that students prefer to solve problems using conversion factors, mathematical logic, and the use of the rule of three. On the other hand, teachers indicated that the basic topics that require the most support are stoichiometry, gases, and properties of matter. This led to the design of a serious game with its narrative script, where conceptual, cognitive, motivational, pedagogical-didactic, and gameplay elements were identified, to build skills and competencies in dimensional analysis.

References

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How to Cite

Santacruz Valcarcel, J. M. ., & De la Hoz Vargas, V. . (2023). Gamification through serious game: another way for learning. Revista Cedotic, 8(2), 55–70. https://doi.org/10.15648/cedotic.2.2023.3639

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Published

2023-11-26

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