DIGITAL LIBRARY
GAMIFICATION, FLIPPED AND COLLABORATIVE LEARNING IN MATHEMATICS TEACHING WITH ENGINEERING STUDENTS
Metropolitan Autonomous University (MEXICO)
About this paper:
Appears in: EDULEARN17 Proceedings
Publication year: 2017
Pages: 4385-4391
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.1947
Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain
Abstract:
New pedagogical methodologies have been proposed to transform student learning. One of them is gamification, it is based on the use of the game as element in educational contexts. Approximately 90% of studies in this topic show that the use of gamification in engineering courses has positive results. The combination of pedagogical methodologies such as flipped learning, and collaborative learning with gamification are promising.

This work shows the experience of flipped learning with collaborative learning and gamification, applied to a Mathematics for Engineering workshop, with new students. The course includes basic concepts of arithmetic, algebra, geometry, analytic geometry, and trigonometry. The material is made up of 65 multimedia educational resources with the explanation of concepts and solved examples, online exercises, self-evaluations and games. Multimedia educational resources are integrated into Learning Objects from a virtual learning environment.

The students are guided by a structure with rules similar to the games include: competitions, use of simulators, collaborative forums, among others.

Students individuals perception in this experience was positive. The benefits of integrating different pedagogical methodologies were: high percentage of approval, increase student interest in course topics, have fun with programmed activities, learn to share their knowledge with other students.
Keywords:
Pedagogical methodologies, mathematics learning, gamification, flipped learning, collaborative learning.