Gamification in STEM areas

Objective: Improve learning performance in engineering students, using gamification.

Activites:

Three experiments were carried out: 1 using badges in Computing Programming
1 using badges in the same subject and 1 using leaderboards in a Multivariable Calculus class. Some groups were exposed to the gamified elements while others were not.

Results: The students who were exposed to leaderboards, improved their learning performance compared to those who were not.

Future steps:
- Implement the gamified elements in the university's learning management system (Sidweb)
- Study its effect in MOOCs

Publications:
2017: Gamification and Learning Performance: A Systematic Review of the Literature
Margarita Ortiz, Katherine Chiluiza, Martin Valcke

Gamification in computer programming: Effects on learning, engagement, self-efficacy and intrinsic motivation
Margarita Ortiz, Katherine Chiluiza, Martin Valcke

Gamification in higher education and stem: A systematic review of literature
Margarita Ortiz, Katherine Chiluiza, Martin Valcke