Gamification for Photonics Students: Labescape

3区 物理与天体物理 Q1 Materials Science
R. Pérez-Herrera, S. Tainta, C. Elosúa
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引用次数: 0

Abstract

The idea of utilizing game elements in non-gaming situations has sparked a lot of attention in recent years, especially in topics such as education and training. Game-based techniques appear to be an increasing trend in a wide range of learning areas, including health, social policy, and engineering, among others, not only in primary school but also in higher formal education. Using this methodology, the learning process becomes more stimulating while also reaching a competitive level in some circumstances. In the present work, the authors propose a new gamification strategy based on an escape-room in which all the puzzles to be passed are related to the area of optics and photonics and use readily available or low-cost equipment. The major field of application of this novel teaching strategy will be the practical section of a course, that is usually carried out in a laboratory, and will be aimed at both undergraduate and master’s degree students. A coevaluation method is also proposed where the rest of the students will provide valuable feedback to each one of their colleagues and to the instructor.
光电学生的游戏化:Labescape
近年来,在非游戏情境中使用游戏元素的想法引起了许多关注,特别是在教育和培训等主题中。在广泛的学习领域,包括卫生、社会政策和工程等,基于游戏的技术似乎是一种日益增长的趋势,不仅在小学,而且在高等正规教育中也是如此。使用这种方法,学习过程变得更加刺激,同时在某些情况下也达到了竞争水平。在目前的工作中,作者提出了一种基于逃脱室的新游戏化策略,其中所有要通过的谜题都与光学和光子学领域有关,并且使用现成或低成本的设备。这种新颖的教学策略的主要应用领域将是课程的实践部分,通常在实验室中进行,针对的是本科生和硕士生。我们还提出了一种共同评估的方法,在这种方法中,其余的学生将向他们的每个同事和教师提供有价值的反馈。
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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来源期刊
Progress in Optics
Progress in Optics 物理-光学
CiteScore
4.50
自引率
0.00%
发文量
8
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