Gamification
Objective:
Improve the academic performance of engineering students, using gamification.
Results:
Students who were exposed to leaderboards improved their academic performance, compared to those who were not.
Feature Work:
- Implement gamified elements in ESPOL's learning management system (SIDWEB).
- Study its use in MOOCs
Publications:
Paper/ Mayo 09, 2019/
Gamification through leaderboards: An empirical study in engineering education.
Ortiz‐Rojas, M., Chiluiza, K., & Valcke, M.
Read morePaper/ Oct 05, 2017
Gamification and Learning Performance: A Systematic Review of the Literature.
Margarita Ortiz, Katherine Chiluiza, Martin Valcke.
Read morePaper/ Oct 05, 2017
Gamification in computer programming: Effects on learning, engagement, self-efficacy and intrinsic motivation.
Margarita Ortiz, Katherine Chiluiza, Martin Valcke.
Read morePaper/ Jul 01, 2016
Gamification in higher education and stem: A systematic review of literature.
Kleber Loayza, Pedro Lucas, Enrique Peláez.
Read more