Background: Overweight and obesity are significant public health concerns that are
prevalent in younger age cohorts. Preventive or therapeutic interventions are difficult to
implement and maintain over time. On the other hand, the majority of adolescents in the
United States have a smartphone, re...
Gamification is the use of game elements to engage the audience in non-ludics environments. This work describes a proposal based on gamification called 'Marketplace' and its implementation in a formal programming course for engineering education in the Universidad de La Frontera. We use the first...
Diaz, Sebastian
,
Diaz, Jaime
,
Ahumada, Danay
,
DuranFaundez, C
,
Lefranc, G
,
FernandezFernandez, M
,
Munoz, C
,
Rubio, E
,
[A Gamification Approach to Improve Motivation on an Initial Programming Course]
,
A Gamification Approach to Improve Motivation on an Initial Programming Course
With the aim of promoting knowledge of geomorphology through a tool that can be used by society as a whole, in a geomorphology course of geological degree project-based learning (PBL) and gamification were incorporated as an innovative teaching-learning methodology. The implementation of the proj...