DIGITAL LIBRARY
BOARDGAMES PROPOSAL AS NEW PARADIGM IN EDUCATION GAMIFICATION: IDEATRIZ-X PROJECT
Escuela Técnica Superior de Ingeniería y Diseño Industrial - Universidad Politécnica de Madrid (SPAIN)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 7597-7601
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.1937
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
Teaching and learning techniques are nowadays developing a new field for class dynamization based on gamification techniques. Gamification is widespread in education, however, some authors do not find differences in academic results between gamified or non-gamified environments. On the other hand, there are studies that highlight the improvement in various skills, such as creativity, through the use of board games compared to the use of screens (analogic vs digital approach). They also allow to reduce the screen times that is an advice that becomes more recommended each day. This research is focused on teaching and using creativity in High Education for design engineers, although it could be extensible for all STEM (Science, Technology, Engineering and Mathematics) education. Thus, for enhancing creativity in design engineering students, we have proposed an educative innovation project for developing a physical boardgame. The boardgame proposal is a consequence of the success of previous tests of TRIZ10 creative technique for solving technical problems. The results of TRIZ10 usage show the effectiveness of this technique, by obtaining a fluency (number of ideas) three times higher than that obtained by classic brainstorming, and when applied after it, without knowledge of the technique. of creativity. The degree of practical novelty also increased by 10% on average. In this paper, we explain the main objectives of the educative innovation project and, also, we explain the main work lines and foundations for transferring TRIZ10 approach to this boardgame.
Keywords:
Creativity, TRIZ10, boardgame, teaching & learning, gamification.