A Simple but Effective Gamification Methodology Based on Lego Type Models for the Attraction of More Students into STEM Programs in Developing Nations

Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil
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Abstract

This paper presents a methodology based on Lego construction and applications in a context of simple games, for the development of soft competencies in sixth-semester high school students and helping them in the decision of which Engineering program is best for them. These students have declared interest in enrolling at our university, particularly at the School of Engineering and Science. Soft competencies have always been a valuable resource that employers look for in students that finish a college education. Universities around the world make many efforts to attract more students into Science, Technology, Engineering and Math (STEM) programs. This work presents a simple but effective methodology that has worked for us during visits and workshops to high schools as part of our attraction process. In this work we show how some soft competencies like creativity, teamwork, stress management and goal-oriented work are developed at a basic level within a gamification context. The results of a survey answered by two hundred students show the perception of students on how those competencies were developed, how their interest in STEM programs was confirmed and also, how their self confidence in pursuing a “hard” program was strengthened. We present this work so that other universities, particularly those in developing nations, could include this type of gamification activities in their attraction process and improve on the enrolling numbers of students in STEM programs.
一个简单而有效的基于乐高模型的游戏化方法,吸引更多的学生进入发展中国家的STEM项目
本文提出了一种基于乐高结构的方法,并在简单游戏的背景下应用,以培养六学期高中生的软能力,并帮助他们决定哪个工程项目最适合他们。这些学生表示有兴趣进入我们大学,特别是工程与科学学院。软能力一直是雇主在大学毕业生身上寻找的宝贵资源。世界各地的大学都在努力吸引更多的学生进入科学、技术、工程和数学(STEM)专业。这项工作提出了一个简单而有效的方法,在我们参观和研讨会高中作为我们吸引过程的一部分工作。在这项工作中,我们展示了一些软能力,如创造力、团队合作、压力管理和目标导向的工作是如何在游戏化背景下在基本层面上发展起来的。一项由200名学生回答的调查结果显示,学生们对这些能力是如何培养的,他们对STEM项目的兴趣是如何得到证实的,以及他们在追求“困难”项目时如何增强自信的看法。我们提出这项工作,以便其他大学,特别是发展中国家的大学,可以在其吸引过程中包括这种类型的游戏化活动,并提高STEM项目的学生入学率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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