Use of a Gamified Platform to Improve Scientific Writing in Engineering Students
Abstract
:1. Introduction
2. Literature Review
2.1. Gamification and Writing
2.2. Scientific Writing in Engineering
3. Materials and Methods
3.1. Study Design
3.2. Participants
3.3. Instrument to Assess Knowledge
3.4. Description of the Gamified Platform
3.5. Course Description and Course/Program Structure
3.6. Validation of the Gamified Platform through Expert Judgment
3.7. Participants in the Experimental Group for the Use of the Gamified Platform
3.8. Instrument for Satisfaction with the Use of the Gamified Platform
4. Results
5. Discussion and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Missions to Be Completed. | Resources Used |
---|---|
Quest 1: Selection and reading of the specialty thesis | Thesis repository |
Quest 2: Adaptation of the thesis into a scientific article format | Gamified platform Call for Papers for Engineers |
Quest 3: Searching for articles in databases | Google Scholar, Scielo Scopus, Web of Science |
Quest 4: Article planning | Gamified platform Call for Papers for Engineers |
Quest 5: Article writing | Gamified platform Call for Papers for Engineers |
Quest 6: Revision of the article | Gamified platform Call for Papers for Engineers, virtual classroom |
Quest 7: Dissemination of the article | YouTube and Facebook platforms |
Gamified Activities | Description of Activity |
---|---|
GamiChallenge 1: Reading articles | Students read scientific articles related to the area of engineering. |
GamiChallenge 2: Elements of the abstract | Students rearranged the elements of the abstract: background, methodology, results, and conclusion. |
GamiChallenge 3: Relationship between abstract and keywords | Students should select keywords from the abstracts of the articles. |
GamiChallenge 4: Using APA7 and IEEE references | Students should check for correctness of references in APA7 or IEEE styles. |
GamiChallenge 5: Using connectors | Students should identify the different types of connectors. |
GamiChallenge 6: Use of scientific phrases | Students should identify the most common scientific phrases for each part of the article. |
GamiChallenge 7: CruciGame1 and CruciGame2 | Students should solve the proposed crossword puzzles. |
GamiChallenge 8: Call for papers: The Game | Students should play the game Call for Papers: The Game. |
Criteria | Design |
---|---|
P1 | Does the platform have a simple interface? |
P2 | Does the platform present a pleasant visual environment? |
P3 | Is the information on the platform well organized? |
Criteria | Usability |
P4 | Is the platform intuitive and easy to use? |
P5 | Does the platform offer easy navigation? |
P6 | Is the information on the platform user-friendly? |
Criteria | Content |
P7 | Is the content of the platform appropriate for teaching scientific writing in engineering? |
P8 | Does the platform present valuable content for teaching engineering science writing? |
P9 | Are the contents of the platform motivating for students? |
Criteria | Instructional quality |
P10 | Are the contents of the platform clear? |
P11 | Do the exercises proposed on the platform facilitate the learning of scientific writing? |
P12 | Does the use of the platform in general promote the learning of scientific writing in engineering? |
Criteria | Question | Mean | DS | Nivel |
---|---|---|---|---|
Design | P1 | 2.33 | 0.577 | High |
P2 | 2.67 | 0.577 | High | |
P3 | 2.67 | 0.577 | High | |
Usability | P4 | 2.33 | 0.577 | High |
P5 | 2.67 | 0.577 | High | |
P6 | 2.67 | 0.577 | High | |
Contents | P7 | 3.00 | 0.000 | High |
P8 | 3.00 | 0.000 | High | |
P9 | 2.67 | 0.577 | High | |
Instructional quality | P10 | 3.00 | 0.000 | High |
P11 | 2.67 | 0.577 | High | |
P12 | 2.67 | 0.577 | High |
Knowledge | Experimental Group | Control Group | t (58) | p | Cohen’s d | ||
---|---|---|---|---|---|---|---|
M | DS | M | DS | ||||
Pre-test | 12 | 3.2 | 13.11 | 2.79 | −1.416 | 0.162 | |
Post-test | 15.82 | 2.56 | 13.26 | 3.28 | 3.385 | 0.001 | 0.87 |
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Share and Cite
Núñez-Pacheco, R.; Vidal, E.; Castro-Gutierrez, E.; Turpo-Gebera, O.; Barreda-Parra, A.; Aguaded, I. Use of a Gamified Platform to Improve Scientific Writing in Engineering Students. Educ. Sci. 2023, 13, 1164. https://doi.org/10.3390/educsci13121164
Núñez-Pacheco R, Vidal E, Castro-Gutierrez E, Turpo-Gebera O, Barreda-Parra A, Aguaded I. Use of a Gamified Platform to Improve Scientific Writing in Engineering Students. Education Sciences. 2023; 13(12):1164. https://doi.org/10.3390/educsci13121164
Chicago/Turabian StyleNúñez-Pacheco, Rosa, Elizabeth Vidal, Eveling Castro-Gutierrez, Osbaldo Turpo-Gebera, Aymé Barreda-Parra, and Ignacio Aguaded. 2023. "Use of a Gamified Platform to Improve Scientific Writing in Engineering Students" Education Sciences 13, no. 12: 1164. https://doi.org/10.3390/educsci13121164
APA StyleNúñez-Pacheco, R., Vidal, E., Castro-Gutierrez, E., Turpo-Gebera, O., Barreda-Parra, A., & Aguaded, I. (2023). Use of a Gamified Platform to Improve Scientific Writing in Engineering Students. Education Sciences, 13(12), 1164. https://doi.org/10.3390/educsci13121164