Gamification for maths and physics in university degrees through a transportation challenge

dc.centroUniversidad Cardenal Herrera-CEU
dc.contributor.authorMora Aguilar, Marta Covadonga
dc.contributor.authorBarquero Pérez, Sara
dc.contributor.authorHilario Pérez, Lucía
dc.contributor.authorRomero Sánchez, Pantaleón David
dc.contributor.authorMontés Sánchez, Nicolás
dc.contributor.otherProducción Científica UCH 2022
dc.contributor.otherUCH. Departamento de Matemáticas, Física y Ciencias Tecnológicas
dc.contributor.otherUCH. Departamento de Proyectos, Teoría y Técnica del Diseño y la Arquitectura
dc.date2022
dc.date.accessioned2023-05-24T04:00:34Z
dc.date.available2023-05-24T04:00:34Z
dc.date.issued2022-11-04
dc.descriptionEste artículo se encuentra disponible en la siguiente URL: https://www.mdpi.com/2227-7390/10/21/4112
dc.descriptionEste artículo de investigación pertenece al número especial "Mathematics as the M in STEM Education".
dc.description.abstractOur society is immersed in the Fourth Industrial Revolution due to the fast evolution of the new technologies that are modifying the labor market. In the near future, technologies related to Industry 4.0 will produce totally new goods and services. Therefore, the educational systems should adapt their programs to the future needs of an uncertain labor market. In particular, mathematics will play a key role in future jobs and there is a strong need to connect its teaching methodologies to the new technological scene. This work uses the STEAM approach (science, technology, engineering, arts and mathematics) along with active methodologies and educational robotics with the aim of developing a new strategy for the application of mathematics and physics in an engineering degree. In particular, a transportation challenge is posed to tackle the teaching–learning process of the Bézier curves and their applications in physics. A pilot project is developed using a LEGO EV3 robot and an active methodology, where students become the center of the learning process. The experimental results of the pilot study indicate an increase in the motivation due to the use of robots and the realistic context of the challenge.
dc.formatapplication/pdf
dc.identifier.citationHilario, L., Mora, M. C., Montés, N., Romero, P. D. & Barquero, S. (2022). Gamification for maths and physics in university degrees through a transportation challenge. Mathematics, vol. 10, i. 21 (04 nov.), art. 4112. DOI: http://dx.doi.org/10.3390/math10214112
dc.identifier.doihttps://doi.org/10.3390/math10214112
dc.identifier.issn2227-7390 (Electrónico)
dc.identifier.urihttp://hdl.handle.net/10637/14320
dc.languagees
dc.language.isoen
dc.publisherMDPI
dc.relationEste artículo de investigación ha sido financiado por una beca de la Generalitat Valenciana (GVA/2019/124) y por una beca de proyectos Precompetitivos CEU-Santander.
dc.relationUCH. Financiación Universidad
dc.relationUCH. Financiación Autonómica
dc.relation.ispartofMathematics, vol. 10, i. 21 (04 nov. 2022)
dc.relation.projectIDGVA/2019/124
dc.rightsopen access
dc.rights.cchttps://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
dc.subjectFísica - Didáctica - Enseñanza universitaria.
dc.subjectPhysics - Study and teaching - Education (Higher)
dc.subjectMatemáticas - Didáctica - Enseñanza universitaria.
dc.subjectMathematics - Study and teaching - Education (Higher)
dc.subjectMathematics - Knowledge and learning - Education (Higher)
dc.subjectPhysics - Knowledge and learning - Education (Higher)
dc.subjectTecnología educativa - Enseñanza primaria.
dc.subjectEducación - Innovaciones tecnológicas - Enseñanza universitaria.
dc.subjectFísica - Aprendizaje - Enseñanza universitaria.
dc.subjectMatemáticas - Aprendizaje - Enseñanza universitaria.
dc.subjectEducational technology - Education (Higher)
dc.subjectEducation - Technological innovations - Education (Higher)
dc.titleGamification for maths and physics in university degrees through a transportation challenge
dc.typeArtículo
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