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PLMan: a game-based learning activity for teaching logic thinking and programming

  • Autores: Francisco J. Gallego Durán, Carlos-José Villagrá Arnedo, Faraón Llorens Largo, Rafael Molina Carmona
  • Localización: The International journal of engineering education, ISSN-e 0949-149X, Vol. 33, no. Extra 2 (Parte B), 2017 (Ejemplar dedicado a: Engineering Behind Technology-Based Educational Innovations), págs. 807-815
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • This paper presents PLMan, a game-based learning activity designed to face problems observed in practical lessons aboutComputational Logics. The main of these problems was unmotivated students, who were showing lack of interest inlearning activities. Other problems were a high percentage of students abandoning or committing plagiarism, and teachers’overload, that was leaving no time for re-designing lessons, activities and workflow. This paper describes the analysis anddesign steps undertaken from the problematic situation to the implementation of PLMan. Experimental data confirms thatthis intervention reverted the problematic situation, improved learning results, raisedstudent motivation and involvement,and left time for teachers to maintain and improve the system. Results clearly show that students have moved from literallyhating activities to enjoying them and being enthusiast on participating beyond lessons.


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