Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil
{"title":"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","authors":"Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil","doi":"10.1145/3498765.3498788","DOIUrl":null,"url":null,"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.","PeriodicalId":273698,"journal":{"name":"Proceedings of the 13th International Conference on Education Technology and Computers","volume":"161 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Simple but Effective Gamification Methodology Based on Lego Type Models for the Attraction of More Students into STEM Programs in Developing Nations\",\"authors\":\"Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil\",\"doi\":\"10.1145/3498765.3498788\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":273698,\"journal\":{\"name\":\"Proceedings of the 13th International Conference on Education Technology and Computers\",\"volume\":\"161 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 13th International Conference on Education Technology and Computers\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3498765.3498788\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 13th International Conference on Education Technology and Computers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3498765.3498788","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Simple but Effective Gamification Methodology Based on Lego Type Models for the Attraction of More Students into STEM Programs in Developing Nations
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.